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wine
wine-winehq
Commits
5e24ccfd
Commit
5e24ccfd
authored
Oct 27, 2010
by
Henri Verbeet
Committed by
Alexandre Julliard
Oct 27, 2010
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wined3d: Read transform flags from the compile args in pshader_hw_texm3x3spec().
parent
8f5bb627
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1 changed file
with
2 additions
and
2 deletions
+2
-2
arb_program_shader.c
dlls/wined3d/arb_program_shader.c
+2
-2
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dlls/wined3d/arb_program_shader.c
View file @
5e24ccfd
...
@@ -2200,8 +2200,8 @@ static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction *ins
...
@@ -2200,8 +2200,8 @@ static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction *ins
static
void
pshader_hw_texm3x3spec
(
const
struct
wined3d_shader_instruction
*
ins
)
static
void
pshader_hw_texm3x3spec
(
const
struct
wined3d_shader_instruction
*
ins
)
{
{
IWineD3DBaseShaderImpl
*
shader
=
(
IWineD3DBaseShaderImpl
*
)
ins
->
ctx
->
shader
;
IWineD3DBaseShaderImpl
*
shader
=
(
IWineD3DBaseShaderImpl
*
)
ins
->
ctx
->
shader
;
IWineD3DDeviceImpl
*
deviceImpl
=
(
IWineD3DDeviceImpl
*
)
shader
->
baseShader
.
device
;
SHADER_PARSE_STATE
*
current_state
=
&
shader
->
baseShader
.
parse_state
;
SHADER_PARSE_STATE
*
current_state
=
&
shader
->
baseShader
.
parse_state
;
struct
shader_arb_ctx_priv
*
priv
=
ins
->
ctx
->
backend_data
;
DWORD
flags
;
DWORD
flags
;
DWORD
reg
=
ins
->
dst
[
0
].
reg
.
idx
;
DWORD
reg
=
ins
->
dst
[
0
].
reg
.
idx
;
struct
wined3d_shader_buffer
*
buffer
=
ins
->
ctx
->
buffer
;
struct
wined3d_shader_buffer
*
buffer
=
ins
->
ctx
->
buffer
;
...
@@ -2234,7 +2234,7 @@ static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction *ins)
...
@@ -2234,7 +2234,7 @@ static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction *ins)
/* Sample the texture using the calculated coordinates */
/* Sample the texture using the calculated coordinates */
shader_arb_get_dst_param
(
ins
,
&
ins
->
dst
[
0
],
dst_str
);
shader_arb_get_dst_param
(
ins
,
&
ins
->
dst
[
0
],
dst_str
);
flags
=
reg
<
MAX_TEXTURES
?
deviceImpl
->
stateBlock
->
state
.
texture_states
[
reg
][
WINED3DTSS_TEXTURETRANSFORMFLAGS
]
:
0
;
flags
=
reg
<
MAX_TEXTURES
?
priv
->
cur_ps_args
->
super
.
tex_transform
>>
reg
*
WINED3D_PSARGS_TEXTRANSFORM_SHIFT
:
0
;
shader_hw_sample
(
ins
,
reg
,
dst_str
,
dst_reg
,
flags
&
WINED3DTTFF_PROJECTED
?
TEX_PROJ
:
0
,
NULL
,
NULL
);
shader_hw_sample
(
ins
,
reg
,
dst_str
,
dst_reg
,
flags
&
WINED3DTTFF_PROJECTED
?
TEX_PROJ
:
0
,
NULL
,
NULL
);
current_state
->
current_row
=
0
;
current_state
->
current_row
=
0
;
}
}
...
...
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