TextureConversionShader: Use a Texture2DArray to match the shader resource view.

This commit is contained in:
Jules Blok 2015-02-21 11:38:42 +01:00
parent c180174e4a
commit 139ad3b2b9

View File

@ -78,7 +78,7 @@ static void WriteSwizzler(char*& p, u32 format, API_TYPE ApiType)
else // D3D
{
WRITE(p, "sampler samp0 : register(s0);\n");
WRITE(p, "Texture2D Tex0 : register(t0);\n");
WRITE(p, "Texture2DArray Tex0 : register(t0);\n");
WRITE(p, "void main(\n");
WRITE(p, " out float4 ocol0 : SV_Target, in float4 rawpos : SV_Position)\n");
@ -126,7 +126,7 @@ static void WriteSampleColor(char*& p, const char* colorComp, const char* dest,
}
else
{
WRITE(p, " %s = Tex0.Sample(samp0, uv0 + float2(%d, 0) * sample_offset).%s;\n",
WRITE(p, " %s = Tex0.Sample(samp0, float3(uv0 + float2(%d, 0) * sample_offset, 0.0)).%s;\n",
dest, xoffset, colorComp
);
}