Commit 5fd7a59e authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

wined3d: Use the correct representative for texture transform states.

parent d37c6fc0
...@@ -5034,13 +5034,13 @@ const struct StateEntryTemplate ffp_vertexstate_template[] = { ...@@ -5034,13 +5034,13 @@ const struct StateEntryTemplate ffp_vertexstate_template[] = {
{ STATE_TRANSFORM(WINED3DTS_VIEW), { STATE_TRANSFORM(WINED3DTS_VIEW), transform_view }, 0 }, { STATE_TRANSFORM(WINED3DTS_VIEW), { STATE_TRANSFORM(WINED3DTS_VIEW), transform_view }, 0 },
{ STATE_TRANSFORM(WINED3DTS_PROJECTION), { STATE_TRANSFORM(WINED3DTS_PROJECTION), transform_projection}, 0 }, { STATE_TRANSFORM(WINED3DTS_PROJECTION), { STATE_TRANSFORM(WINED3DTS_PROJECTION), transform_projection}, 0 },
{ STATE_TRANSFORM(WINED3DTS_TEXTURE0), { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, 0 }, { STATE_TRANSFORM(WINED3DTS_TEXTURE0), { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, 0 },
{ STATE_TRANSFORM(WINED3DTS_TEXTURE1), { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, 0 }, { STATE_TRANSFORM(WINED3DTS_TEXTURE1), { STATE_TEXTURESTAGE(1,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, 0 },
{ STATE_TRANSFORM(WINED3DTS_TEXTURE2), { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, 0 }, { STATE_TRANSFORM(WINED3DTS_TEXTURE2), { STATE_TEXTURESTAGE(2,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, 0 },
{ STATE_TRANSFORM(WINED3DTS_TEXTURE3), { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, 0 }, { STATE_TRANSFORM(WINED3DTS_TEXTURE3), { STATE_TEXTURESTAGE(3,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, 0 },
{ STATE_TRANSFORM(WINED3DTS_TEXTURE4), { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, 0 }, { STATE_TRANSFORM(WINED3DTS_TEXTURE4), { STATE_TEXTURESTAGE(4,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, 0 },
{ STATE_TRANSFORM(WINED3DTS_TEXTURE5), { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, 0 }, { STATE_TRANSFORM(WINED3DTS_TEXTURE5), { STATE_TEXTURESTAGE(5,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, 0 },
{ STATE_TRANSFORM(WINED3DTS_TEXTURE6), { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, 0 }, { STATE_TRANSFORM(WINED3DTS_TEXTURE6), { STATE_TEXTURESTAGE(6,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, 0 },
{ STATE_TRANSFORM(WINED3DTS_TEXTURE7), { STATE_TEXTURESTAGE(0,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, 0 }, { STATE_TRANSFORM(WINED3DTS_TEXTURE7), { STATE_TEXTURESTAGE(7,WINED3DTSS_TEXTURETRANSFORMFLAGS), transform_texture }, 0 },
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 0)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 0)), transform_world }, 0 }, { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 0)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 0)), transform_world }, 0 },
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 1)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 1)), transform_world }, 0 }, { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 1)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 1)), transform_world }, 0 },
{ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 2)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 2)), transform_world }, 0 }, { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 2)), { STATE_TRANSFORM(WINED3DTS_WORLDMATRIX( 2)), transform_world }, 0 },
......
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