glsl: remove usage of old texture2D* function

This commit is contained in:
degasus 2013-01-19 11:07:06 +01:00
parent d73c950623
commit 8a6f747408
6 changed files with 10 additions and 10 deletions

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@ -1294,7 +1294,7 @@ void SampleTexture(char *&p, const char *destination, const char *texcoords, con
if (ApiType == API_D3D11) if (ApiType == API_D3D11)
WRITE(p, "%s=Tex%d.Sample(samp%d,%s.xy * " I_TEXDIMS"[%d].xy).%s;\n", destination, texmap,texmap, texcoords, texmap, texswap); WRITE(p, "%s=Tex%d.Sample(samp%d,%s.xy * " I_TEXDIMS"[%d].xy).%s;\n", destination, texmap,texmap, texcoords, texmap, texswap);
else else
WRITE(p, "%s=%s(samp%d,%s.xy * " I_TEXDIMS"[%d].xy).%s;\n", destination, ApiType == API_OPENGL ? "texture2D" : "tex2D", texmap, texcoords, texmap, texswap); WRITE(p, "%s=%s(samp%d,%s.xy * " I_TEXDIMS"[%d].xy).%s;\n", destination, ApiType == API_OPENGL ? "texture" : "tex2D", texmap, texcoords, texmap, texswap);
} }
static const char *tevAlphaFuncsTable[] = static const char *tevAlphaFuncsTable[] =

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@ -247,7 +247,7 @@ void WriteSampleColor(char*& p, const char* colorComp, const char* dest, API_TYP
else if (ApiType == API_D3D11) else if (ApiType == API_D3D11)
texSampleOpName = "tex0.Sample"; texSampleOpName = "tex0.Sample";
else else
texSampleOpName = "texture2DRect"; texSampleOpName = "texture";
// the increment of sampleUv.x is delayed, so we perform it here. see WriteIncrementSampleX. // the increment of sampleUv.x is delayed, so we perform it here. see WriteIncrementSampleX.
const char* texSampleIncrementUnit; const char* texSampleIncrementUnit;

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@ -33,12 +33,12 @@
#define TEX2D GL_TEXTURE_2D #define TEX2D GL_TEXTURE_2D
#define PREC "highp" #define PREC "highp"
#define TEXTYPE "sampler2D" #define TEXTYPE "sampler2D"
#define TEXFUNC "texture2D" #define TEXFUNC "texture"
#else #else
#define TEX2D GL_TEXTURE_RECTANGLE_ARB #define TEX2D GL_TEXTURE_RECTANGLE_ARB
#define PREC #define PREC
#define TEXTYPE "sampler2DRect" #define TEXTYPE "sampler2DRect"
#define TEXFUNC "texture2DRect" #define TEXFUNC "texture"
#endif #endif

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@ -146,7 +146,7 @@ static const char *s_fragmentShaderSrc =
"in vec2 uv0;\n" "in vec2 uv0;\n"
"out vec4 ocol0;\n" "out vec4 ocol0;\n"
"void main(void) {\n" "void main(void) {\n"
" ocol0 = texture2D(samp8,uv0) * color;\n" " ocol0 = texture(samp8,uv0) * color;\n"
"}\n"; "}\n";

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@ -484,7 +484,7 @@ TextureCache::TextureCache()
"void main(){\n" "void main(){\n"
" vec4 Temp0, Temp1;\n" " vec4 Temp0, Temp1;\n"
" vec4 K0 = vec4(0.5, 0.5, 0.5, 0.5);\n" " vec4 K0 = vec4(0.5, 0.5, 0.5, 0.5);\n"
" Temp0 = texture2DRect(samp9, uv0);\n" " Temp0 = texture(samp9, uv0);\n"
" Temp0 = Temp0 * colmat[5];\n" " Temp0 = Temp0 * colmat[5];\n"
" Temp0 = Temp0 + K0;\n" " Temp0 = Temp0 + K0;\n"
" Temp0 = floor(Temp0);\n" " Temp0 = floor(Temp0);\n"
@ -513,7 +513,7 @@ TextureCache::TextureCache()
" vec4 R0, R1, R2;\n" " vec4 R0, R1, R2;\n"
" vec4 K0 = vec4(255.99998474121, 0.003921568627451, 256.0, 0.0);\n" " vec4 K0 = vec4(255.99998474121, 0.003921568627451, 256.0, 0.0);\n"
" vec4 K1 = vec4(15.0, 0.066666666666, 0.0, 0.0);\n" " vec4 K1 = vec4(15.0, 0.066666666666, 0.0, 0.0);\n"
" R2 = texture2DRect(samp9, uv0);\n" " R2 = texture(samp9, uv0);\n"
" R0.x = R2.x * K0.x;\n" " R0.x = R2.x * K0.x;\n"
" R0.x = floor(R0).x;\n" " R0.x = floor(R0).x;\n"
" R0.yzw = (R0 - R0.x).yzw;\n" " R0.yzw = (R0 - R0.x).yzw;\n"

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@ -78,8 +78,8 @@ void CreatePrograms()
"out vec4 ocol0;\n" "out vec4 ocol0;\n"
"void main()\n" "void main()\n"
"{\n" "{\n"
" vec3 c0 = texture2DRect(samp9, uv0).rgb;\n" " vec3 c0 = texture(samp9, uv0).rgb;\n"
" vec3 c1 = texture2DRect(samp9, uv0 + vec2(1.0, 0.0)).rgb;\n" " vec3 c1 = texture(samp9, uv0 + vec2(1.0, 0.0)).rgb;\n"
" vec3 c01 = (c0 + c1) * 0.5;\n" " vec3 c01 = (c0 + c1) * 0.5;\n"
" vec3 y_const = vec3(0.257,0.504,0.098);\n" " vec3 y_const = vec3(0.257,0.504,0.098);\n"
" vec3 u_const = vec3(-0.148,-0.291,0.439);\n" " vec3 u_const = vec3(-0.148,-0.291,0.439);\n"
@ -98,7 +98,7 @@ void CreatePrograms()
"out vec4 ocol0;\n" "out vec4 ocol0;\n"
"void main()\n" "void main()\n"
"{\n" "{\n"
" vec4 c0 = texture2DRect(samp9, uv0).rgba;\n" " vec4 c0 = texture(samp9, uv0).rgba;\n"
" float f = step(0.5, fract(uv0.x));\n" " float f = step(0.5, fract(uv0.x));\n"
" float y = mix(c0.b, c0.r, f);\n" " float y = mix(c0.b, c0.r, f);\n"
" float yComp = 1.164f * (y - 0.0625f);\n" " float yComp = 1.164f * (y - 0.0625f);\n"