Commit 6984ca7f authored by Matteo Bruni's avatar Matteo Bruni Committed by Alexandre Julliard

wined3d: Don't use the builtin FFP uniforms for texture transformation matrices.

parent 84ca0203
......@@ -3277,7 +3277,7 @@ void tex_alphaop(struct wined3d_context *context, const struct wined3d_state *st
}
}
void transform_texture(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
static void transform_texture(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
unsigned int tex = (state_id - STATE_TEXTURESTAGE(0, 0)) / (WINED3D_HIGHEST_TEXTURE_STATE + 1);
......@@ -3549,7 +3549,7 @@ static void tex_coordindex(struct wined3d_context *context, const struct wined3d
}
}
void sampler_texmatrix(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
static void sampler_texmatrix(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
const DWORD sampler = state_id - STATE_SAMPLER(0);
const struct wined3d_texture *texture = state->textures[sampler];
......
......@@ -308,8 +308,9 @@ enum wined3d_shader_resource_type
#define WINED3D_SHADER_CONST_PS_NP2_FIXUP 0x00000200
#define WINED3D_SHADER_CONST_FFP_MODELVIEW 0x00000400
#define WINED3D_SHADER_CONST_FFP_PROJ 0x00000800
#define WINED3D_SHADER_CONST_FFP_PS 0x00001000
#define WINED3D_SHADER_CONST_FFP_COLOR_KEY 0x00002000
#define WINED3D_SHADER_CONST_FFP_TEXMATRIX 0x00001000
#define WINED3D_SHADER_CONST_FFP_PS 0x00002000
#define WINED3D_SHADER_CONST_FFP_COLOR_KEY 0x00004000
enum wined3d_shader_register_type
{
......@@ -2828,12 +2829,8 @@ void state_nop(struct wined3d_context *context,
void state_srgbwrite(struct wined3d_context *context,
const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
void sampler_texmatrix(struct wined3d_context *context,
const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
void state_specularenable(struct wined3d_context *context,
const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
void transform_texture(struct wined3d_context *context,
const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
void state_ambient(struct wined3d_context *context,
const struct wined3d_state *state, DWORD state_id) DECLSPEC_HIDDEN;
void state_clipping(struct wined3d_context *context,
......
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