wined3d: Sampler variables wrongly named 'shader'.
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b1cc8bec82
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d905795503
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@ -843,13 +843,13 @@ static void shader_glsl_sample(SHADER_OPCODE_ARG* arg, DWORD sampler_idx, const
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/* Note that there's no such thing as a projected cube texture. */
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/* Note that there's no such thing as a projected cube texture. */
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switch(sampler_type) {
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switch(sampler_type) {
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case WINED3DSTT_2D:
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case WINED3DSTT_2D:
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shader_addline(buffer, "%s = texture2DProj(%cshader%u, %s);\n", dst_str, sampler_prefix, sampler_idx, coord_reg);
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shader_addline(buffer, "%s = texture2DProj(%csampler%u, %s);\n", dst_str, sampler_prefix, sampler_idx, coord_reg);
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break;
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break;
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case WINED3DSTT_VOLUME:
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case WINED3DSTT_VOLUME:
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shader_addline(buffer, "%s = texture3DProj(%cshader%u, %s);\n", dst_str, sampler_prefix, sampler_idx, coord_reg);
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shader_addline(buffer, "%s = texture3DProj(%csampler%u, %s);\n", dst_str, sampler_prefix, sampler_idx, coord_reg);
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break;
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break;
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default:
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default:
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shader_addline(buffer, "%s = unrecognized_stype(%cshader%u, %s);\n", dst_str, sampler_prefix, sampler_idx, coord_reg);
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shader_addline(buffer, "%s = unrecognized_stype(%csampler%u, %s);\n", dst_str, sampler_prefix, sampler_idx, coord_reg);
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FIXME("Unrecognized sampler type: %#x;\n", sampler_type);
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FIXME("Unrecognized sampler type: %#x;\n", sampler_type);
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break;
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break;
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}
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}
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