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wined3d: Fix some flag checks.
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parent
70f4b2d502
commit
fdd4df446f
1 changed files with 4 additions and 4 deletions
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@ -2134,7 +2134,7 @@ static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction *ins)
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shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
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shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
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flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
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shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
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shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
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}
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static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction *ins)
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@ -2177,7 +2177,7 @@ static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction *ins)
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/* Sample the texture using the calculated coordinates */
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shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
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flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
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shader_hw_sample(ins, reg, dst_str, dst_name, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
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shader_hw_sample(ins, reg, dst_str, dst_name, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
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tex_mx->current_row = 0;
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}
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@ -2218,7 +2218,7 @@ static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction *ins
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/* Sample the texture using the calculated coordinates */
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shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
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flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
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shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
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shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
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tex_mx->current_row = 0;
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}
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@ -2259,7 +2259,7 @@ static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction *ins)
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/* Sample the texture using the calculated coordinates */
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shader_arb_get_dst_param(ins, &ins->dst[0], dst_str);
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flags = reg < MAX_TEXTURES ? priv->cur_ps_args->super.tex_transform >> reg * WINED3D_PSARGS_TEXTRANSFORM_SHIFT : 0;
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shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
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shader_hw_sample(ins, reg, dst_str, dst_reg, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
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tex_mx->current_row = 0;
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}
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