wined3d: Use shader_glsl_get_prefix() in shader_glsl_gen_sample_code().
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db3bdb0a76
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@ -2141,7 +2141,6 @@ static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_s
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const char *dx, const char *dy, const char *bias, const char *coord_reg_fmt, ...)
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{
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const struct wined3d_shader_version *version = &ins->ctx->reg_maps->shader_version;
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const char *sampler_base;
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char dst_swizzle[6];
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struct color_fixup_desc fixup;
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BOOL np2_fixup = FALSE;
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@ -2153,7 +2152,6 @@ static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_s
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{
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const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
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fixup = priv->cur_ps_args->color_fixup[sampler];
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sampler_base = "ps_sampler";
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if(priv->cur_ps_args->np2_fixup & (1 << sampler)) {
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if(bias) {
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@ -2165,13 +2163,13 @@ static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_s
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}
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else
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{
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sampler_base = "vs_sampler";
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fixup = COLOR_FIXUP_IDENTITY; /* FIXME: Vshader color fixup */
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}
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shader_glsl_append_dst(ins->ctx->buffer, ins);
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shader_addline(ins->ctx->buffer, "%s(%s%u, ", sample_function->name, sampler_base, sampler);
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shader_addline(ins->ctx->buffer, "%s(%s_sampler%u, ",
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sample_function->name, shader_glsl_get_prefix(version->type), sampler);
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va_start(args, coord_reg_fmt);
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shader_vaddline(ins->ctx->buffer, coord_reg_fmt, args);
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