shader_glsl_release_sample_function(ins->ctx, &sample_function);
}
+static void shader_glsl_sample_lod(const struct wined3d_shader_instruction *ins)
+{
+ struct glsl_src_param coord_param, lod_param;
+ struct glsl_sample_function sample_function;
+ unsigned int sampler_idx;
+
+ shader_glsl_get_sample_function(ins->ctx, ins->src[1].reg.idx[0].offset,
+ WINED3D_GLSL_SAMPLE_LOD, &sample_function);
+ shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
+ shader_glsl_add_src_param(ins, &ins->src[3], WINED3DSP_WRITEMASK_0, &lod_param);
+ sampler_idx = shader_glsl_find_sampler(&ins->ctx->reg_maps->sampler_map,
+ ins->src[1].reg.idx[0].offset, ins->src[2].reg.idx[0].offset);
+ shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE,
+ NULL, NULL, lod_param.param_str, "%s", coord_param.param_str);
+ shader_glsl_release_sample_function(ins->ctx, &sample_function);
+}
+
static void shader_glsl_texcoord(const struct wined3d_shader_instruction *ins)
{
/* FIXME: Make this work for more than just 2D textures */
/* WINED3DSIH_RSQ */ shader_glsl_scalar_op,
/* WINED3DSIH_SAMPLE */ shader_glsl_sample,
/* WINED3DSIH_SAMPLE_GRAD */ NULL,
- /* WINED3DSIH_SAMPLE_LOD */ NULL,
+ /* WINED3DSIH_SAMPLE_LOD */ shader_glsl_sample_lod,
/* WINED3DSIH_SETP */ NULL,
/* WINED3DSIH_SGE */ shader_glsl_compare,
/* WINED3DSIH_SGN */ shader_glsl_sgn,