Module: wine Branch: master Commit: c78cce88450afa4dc1644917d4f738568ce66e36 URL: http://source.winehq.org/git/wine.git/?a=commit;h=c78cce88450afa4dc1644917d4...
Author: Henri Verbeet hverbeet@codeweavers.com Date: Sun Jan 24 21:16:12 2010 +0100
wined3d: Use the correct GLSL functions for sampling Rect textures with explicit derivatives.
Also kill the obsolete comment.
---
dlls/wined3d/glsl_shader.c | 5 +---- 1 files changed, 1 insertions(+), 4 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index ae35418..87a0341 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -1576,10 +1576,7 @@ static void shader_glsl_get_sample_function(DWORD sampler_type, DWORD flags, gls if(lod) { sample_function->name = projected ? "texture2DRectProjLod" : "texture2DRectLod"; } else if(grad) { - /* What good are texrect grad functions? I don't know, but GL_EXT_gpu_shader4 defines them. - * There is no GL_ARB_shader_texture_lod spec yet, so I don't know if they're defined there - */ - sample_function->name = projected ? "shadow2DRectProjGradARB" : "shadow2DRectGradARB"; + sample_function->name = projected ? "texture2DRectProjGradARB" : "texture2DRectGradARB"; } else { sample_function->name = projected ? "texture2DRectProj" : "texture2DRect"; }