wined3d: Don't try to apply format fixups for SM4+ shaders.

This commit is contained in:
Henri Verbeet 2015-04-28 20:30:53 +02:00 committed by Alexandre Julliard
parent d3cc27f1d8
commit da24b51139
1 changed files with 5 additions and 2 deletions

View File

@ -2765,7 +2765,10 @@ static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_s
shader_glsl_swizzle_to_str(swizzle, FALSE, ins->dst[0].write_mask, dst_swizzle);
if (version->type == WINED3D_SHADER_TYPE_PIXEL)
/* FIXME: We currently don't support fixups for vertex shaders or anything
* above SM3. Note that for SM4+ the sampler index doesn't have to match
* the resource index. */
if (version->type == WINED3D_SHADER_TYPE_PIXEL && version->major < 4)
{
const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
fixup = priv->cur_ps_args->color_fixup[sampler];
@ -2780,7 +2783,7 @@ static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_s
}
else
{
fixup = COLOR_FIXUP_IDENTITY; /* FIXME: Vshader color fixup */
fixup = COLOR_FIXUP_IDENTITY;
}
shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &ins->dst[0], sample_function->data_type);