wined3d: Enable texld instruction (shaders 1.4).
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@ -704,7 +704,7 @@ CONST SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[] = {
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{D3DSIO_TEXCOORD, "texcrd", "undefined", 2, pshader_texcoord, D3DPS_VERSION(1,4), D3DPS_VERSION(1,4)},
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{D3DSIO_TEXKILL, "texkill", "KIL", 1, pshader_texkill, D3DPS_VERSION(1,0), D3DPS_VERSION(1,4)},
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{D3DSIO_TEX, "tex", "undefined", 1, pshader_tex, 0, D3DPS_VERSION(1,3)},
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{D3DSIO_TEX, "texld", GLNAME_REQUIRE_GLSL, 2, pshader_texld, D3DPS_VERSION(1,4), D3DPS_VERSION(1,4)},
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{D3DSIO_TEX, "texld", "undefined", 2, pshader_texld, D3DPS_VERSION(1,4), D3DPS_VERSION(1,4)},
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{D3DSIO_TEX, "texld", GLNAME_REQUIRE_GLSL, 3, pshader_texld, D3DPS_VERSION(2,0), -1},
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{D3DSIO_TEXBEM, "texbem", "undefined", 2, pshader_texbem, 0, D3DPS_VERSION(1,3)},
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{D3DSIO_TEXBEML, "texbeml", GLNAME_REQUIRE_GLSL, 2, pshader_texbeml, D3DPS_VERSION(1,0), D3DPS_VERSION(1,3)},
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@ -1176,13 +1176,12 @@ inline static VOID IWineD3DPixelShaderImpl_GenerateProgramArbHW(IWineD3DPixelSha
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addline(&lineNum, pgmStr, &pgmLength, tmpLine);
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++pToken;
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} else {
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char reg[20];
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char reg2[20];
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DWORD reg1 = *pToken & REGMASK;
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DWORD reg2 = *++pToken & REGMASK;
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if (gen_input_modifier_line(*pToken, 0, reg, tmpLine, This->constants)) {
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if (gen_input_modifier_line(*++pToken, 0, reg2, tmpLine, This->constants)) {
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addline(&lineNum, pgmStr, &pgmLength, tmpLine);
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}
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sprintf(tmpLine,"TEX R%lu%s, %s, texture[%lu], 2D;\n", reg1, tmp, reg, reg2);
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sprintf(tmpLine,"TEX R%lu%s, %s, texture[%lu], 2D;\n", reg1, tmp, reg2, reg1);
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addline(&lineNum, pgmStr, &pgmLength, tmpLine);
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++pToken;
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}
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