Module: wine Branch: master Commit: 82a44af25998ef83b3883c1dc5484780043f16b5 URL: http://source.winehq.org/git/wine.git/?a=commit;h=82a44af25998ef83b3883c1dc5...
Author: Henri Verbeet hverbeet@codeweavers.com Date: Mon Oct 15 22:26:17 2012 +0200
wined3d: Explicitly check the shader type in shader_glsl_texldl().
---
dlls/wined3d/glsl_shader.c | 2 +- 1 files changed, 1 insertions(+), 1 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index f6e3d8d..ff3c7e4 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -3491,7 +3491,7 @@ static void shader_glsl_texldl(const struct wined3d_shader_instruction *ins) shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &lod_param);
if (!gl_info->supported[ARB_SHADER_TEXTURE_LOD] && !gl_info->supported[EXT_GPU_SHADER4] - && shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type)) + && ins->ctx->reg_maps->shader_version.type == WINED3D_SHADER_TYPE_PIXEL) { /* Plain GLSL only supports Lod sampling functions in vertex shaders. * However, the NVIDIA drivers allow them in fragment shaders as well,