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Chen Yisong
angle
Commits
e27c1c3b
Commit
e27c1c3b
authored
Jun 17, 2013
by
Nicolas Capens
Committed by
Shannon Woods
Jul 19, 2013
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Fixed texture2DProjLod for DX11.
TRAC #23360 Signed-off-by: Jamie Madill Signed-off-by: Shannon Woods Author: Nicolas Capens
parent
075368e3
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OutputHLSL.cpp
src/compiler/OutputHLSL.cpp
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src/compiler/OutputHLSL.cpp
View file @
e27c1c3b
...
@@ -1328,7 +1328,7 @@ void OutputHLSL::header()
...
@@ -1328,7 +1328,7 @@ void OutputHLSL::header()
" return t.SampleLevel(s, float2(uvw.x / uvw.z, uvw.y / uvw.z), lod);
\n
"
" return t.SampleLevel(s, float2(uvw.x / uvw.z, uvw.y / uvw.z), lod);
\n
"
"}
\n
"
"}
\n
"
"
\n
"
"
\n
"
"float4 gl_texture2DProj(Texture2D t, SamplerState s, float4 uvw)
\n
"
"float4 gl_texture2DProj(Texture2D t, SamplerState s, float4 uvw
, float lod
)
\n
"
"{
\n
"
"{
\n
"
" return t.SampleLevel(s, float2(uvw.x / uvw.w, uvw.y / uvw.w), lod);
\n
"
" return t.SampleLevel(s, float2(uvw.x / uvw.w, uvw.y / uvw.w), lod);
\n
"
"}
\n
"
"}
\n
"
...
@@ -1338,7 +1338,7 @@ void OutputHLSL::header()
...
@@ -1338,7 +1338,7 @@ void OutputHLSL::header()
" return t.SampleLevel(s, float2(uvw.x / uvw.z, uvw.y / uvw.z), lod);
\n
"
" return t.SampleLevel(s, float2(uvw.x / uvw.z, uvw.y / uvw.z), lod);
\n
"
"}
\n
"
"}
\n
"
"
\n
"
"
\n
"
"int4 gl_texture2DProj(Texture2D<int4> t, SamplerState s, float4 uvw)
\n
"
"int4 gl_texture2DProj(Texture2D<int4> t, SamplerState s, float4 uvw
, float lod
)
\n
"
"{
\n
"
"{
\n
"
" return t.SampleLevel(s, float2(uvw.x / uvw.w, uvw.y / uvw.w), lod);
\n
"
" return t.SampleLevel(s, float2(uvw.x / uvw.w, uvw.y / uvw.w), lod);
\n
"
"}
\n
"
"}
\n
"
...
@@ -1348,7 +1348,7 @@ void OutputHLSL::header()
...
@@ -1348,7 +1348,7 @@ void OutputHLSL::header()
" return t.SampleLevel(s, float2(uvw.x / uvw.z, uvw.y / uvw.z), lod);
\n
"
" return t.SampleLevel(s, float2(uvw.x / uvw.z, uvw.y / uvw.z), lod);
\n
"
"}
\n
"
"}
\n
"
"
\n
"
"
\n
"
"uint4 gl_texture2DProj(Texture2D<uint4> t, SamplerState s, float4 uvw)
\n
"
"uint4 gl_texture2DProj(Texture2D<uint4> t, SamplerState s, float4 uvw
, float lod
)
\n
"
"{
\n
"
"{
\n
"
" return t.SampleLevel(s, float2(uvw.x / uvw.w, uvw.y / uvw.w), lod);
\n
"
" return t.SampleLevel(s, float2(uvw.x / uvw.w, uvw.y / uvw.w), lod);
\n
"
"}
\n
"
"}
\n
"
...
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