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Stefan Dösinger authored
The abilities of this hardware is too limited to support generic sign / swizzle fixups. A generic handler would consume 4 of the 8 available color instruction slots and 2 alpha instruction slots. The bump mapping handler code has its own way of handling the color fixups. It merges the fixup into the perturbation calculation without requiring extra shader instructions. In theory this is possible for the majority of d3d texture ops as well, but I don't think this is worth the effort. I expect that this code will only be used for the ddraw signed format test in practice.
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