[PATCH 1/2] wined3d: Fix some flag checks.

Matteo Bruni mbruni at codeweavers.com
Mon Dec 12 13:25:16 CST 2011


---
 dlls/wined3d/arb_program_shader.c |    8 ++++----
 1 files changed, 4 insertions(+), 4 deletions(-)

diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index ecb2c03..8b152d3 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -2134,7 +2134,7 @@ static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction *ins)
     shader_arb_get_src_param(ins, &ins->src[0], 0, src0_name);
     shader_addline(buffer, "DP3 %s.y, fragment.texcoord[%u], %s;\n", dst_reg, reg, src0_name);
     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 & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
 }
 
 static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction *ins)
@@ -2177,7 +2177,7 @@ 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 ? 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);
+    shader_hw_sample(ins, reg, dst_str, dst_name, flags & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
     tex_mx->current_row = 0;
 }
 
@@ -2218,7 +2218,7 @@ static void pshader_hw_texm3x3vspec(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 ? 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 & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
     tex_mx->current_row = 0;
 }
 
@@ -2259,7 +2259,7 @@ static void pshader_hw_texm3x3spec(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 ? 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 & WINED3D_PSARGS_PROJECTED ? TEX_PROJ : 0, NULL, NULL);
     tex_mx->current_row = 0;
 }
 
-- 
1.7.3.4




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