wined3d: Read transform flags from the compile args in pshader_hw_texm3x3tex().

This commit is contained in:
Henri Verbeet 2010-10-26 09:11:09 +02:00 committed by Alexandre Julliard
parent db156977dd
commit f624d8f7b6

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@ -2134,8 +2134,8 @@ static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction *ins)
static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction *ins)
{
struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *)shader->baseShader.device;
SHADER_PARSE_STATE *current_state = &shader->baseShader.parse_state;
DWORD flags;
DWORD reg = ins->dst[0].reg.idx;
@ -2150,7 +2150,7 @@ static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction *ins)
/* Sample the texture using the calculated coordinates */
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_name, flags & WINED3DTTFF_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
current_state->current_row = 0;
}