[PATCH] WineD3D: Move shader constant affecting states to the =

Stefan Doesinger stefan at codeweavers.com
Fri Jul 4 16:54:06 CDT 2008


misc pipeline=0A=
=0A=
As long as we have the shader constants in misc, it is best to keep all =
the code that affects shader constants, like=0A=
bumpenvmat setting, in there as well.=0A=
---=0A=
 dlls/wined3d/state.c |   75 =
++++++++++++++++++++++++++++++++++++-------------=0A=
 1 files changed, 55 insertions(+), 20 deletions(-)=0A=
=0A=
diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c=0A=
index 25229ae..aad117a 100644=0A=
--- a/dlls/wined3d/state.c=0A=
+++ b/dlls/wined3d/state.c=0A=
@@ -2506,20 +2506,23 @@ static void pixelshader(DWORD state, =
IWineD3DStateBlockImpl *stateblock, WineD3D=0A=
     context->last_was_pshader =3D use_pshader;=0A=
 }=0A=
 =0A=
-static void tex_bumpenvmat(DWORD state, IWineD3DStateBlockImpl =
*stateblock, WineD3DContext *context) {=0A=
+static void shader_bumpenvmat(DWORD state, IWineD3DStateBlockImpl =
*stateblock, WineD3DContext *context) {=0A=
     DWORD stage =3D (state - STATE_TEXTURESTAGE(0, 0)) / =
WINED3D_HIGHEST_TEXTURE_STATE;=0A=
-    float mat[2][2];=0A=
     if(stateblock->pixelShader && stage !=3D 0 &&=0A=
        ((IWineD3DPixelShaderImpl *) =
stateblock->pixelShader)->baseShader.reg_maps.bumpmat[stage]) {=0A=
         /* The pixel shader has to know the bump env matrix. Do a =
constants update if it isn't scheduled=0A=
          * anyway=0A=
          */=0A=
         if(!isStateDirty(context, STATE_PIXELSHADERCONSTANT) &&=0A=
-           !isStateDirty(context, STATE_PIXELSHADER)) {=0A=
+            !isStateDirty(context, STATE_PIXELSHADER)) {=0A=
             shaderconstant(STATE_PIXELSHADERCONSTANT, stateblock, =
context);=0A=
-        }=0A=
+            }=0A=
     }=0A=
+}=0A=
 =0A=
+static void tex_bumpenvmat(DWORD state, IWineD3DStateBlockImpl =
*stateblock, WineD3DContext *context) {=0A=
+    DWORD stage =3D (state - STATE_TEXTURESTAGE(0, 0)) / =
WINED3D_HIGHEST_TEXTURE_STATE;=0A=
+    float mat[2][2];=0A=
     if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {=0A=
         if(stage >=3D GL_LIMITS(texture_stages)) {=0A=
             WARN("Bump env matrix of unsupported stage set\n");=0A=
@@ -3837,6 +3840,54 @@ const struct StateEntryTemplate =
misc_state_template[] =3D {=0A=
      */=0A=
     { STATE_VERTEXSHADERCONSTANT,                         { =
STATE_VERTEXSHADERCONSTANT,                         shaderconstant      =
}},=0A=
     { STATE_PIXELSHADERCONSTANT,                          { =
STATE_VERTEXSHADERCONSTANT,                         shaderconstant      =
}},=0A=
+    { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     { =
STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   =
}},=0A=
+    { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01),     { =
STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   =
}},=0A=
+    { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10),     { =
STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   =
}},=0A=
+    { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11),     { =
STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   =
}},=0A=
+    { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     { =
STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   =
}},=0A=
+    { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01),     { =
STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   =
}},=0A=
+    { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10),     { =
STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   =
}},=0A=
+    { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11),     { =
STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   =
}},=0A=
+    { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     { =
STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   =
}},=0A=
+    { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01),     { =
STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   =
}},=0A=
+    { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10),     { =
STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   =
}},=0A=
+    { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11),     { =
STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   =
}},=0A=
+    { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     { =
STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   =
}},=0A=
+    { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01),     { =
STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   =
}},=0A=
+    { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10),     { =
STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   =
}},=0A=
+    { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11),     { =
STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   =
}},=0A=
+    { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     { =
STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   =
}},=0A=
+    { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01),     { =
STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   =
}},=0A=
+    { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10),     { =
STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   =
}},=0A=
+    { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11),     { =
STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   =
}},=0A=
+    { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     { =
STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   =
}},=0A=
+    { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01),     { =
STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   =
}},=0A=
+    { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10),     { =
STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   =
}},=0A=
+    { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11),     { =
STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   =
}},=0A=
+    { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     { =
STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   =
}},=0A=
+    { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01),     { =
STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   =
}},=0A=
+    { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10),     { =
STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   =
}},=0A=
+    { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11),     { =
STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   =
}},=0A=
+    { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     { =
STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   =
}},=0A=
+    { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01),     { =
STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   =
}},=0A=
+    { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10),     { =
STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   =
}},=0A=
+    { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11),     { =
STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     shader_bumpenvmat   =
}},=0A=
+    { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE),    { =
STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   =
}},=0A=
+    { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET),   { =
STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET),   tex_bumpenvloffset  =
}},=0A=
+    { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE),    { =
STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   =
}},=0A=
+    { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET),   { =
STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET),   tex_bumpenvloffset  =
}},=0A=
+    { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE),    { =
STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   =
}},=0A=
+    { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET),   { =
STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET),   tex_bumpenvloffset  =
}},=0A=
+    { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE),    { =
STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   =
}},=0A=
+    { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET),   { =
STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET),   tex_bumpenvloffset  =
}},=0A=
+    { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE),    { =
STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   =
}},=0A=
+    { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET),   { =
STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET),   tex_bumpenvloffset  =
}},=0A=
+    { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE),    { =
STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   =
}},=0A=
+    { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET),   { =
STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET),   tex_bumpenvloffset  =
}},=0A=
+    { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE),    { =
STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   =
}},=0A=
+    { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET),   { =
STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET),   tex_bumpenvloffset  =
}},=0A=
+    { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE),    { =
STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   =
}},=0A=
+    { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET),   { =
STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET),   tex_bumpenvloffset  =
}},=0A=
 =0A=
     { STATE_VIEWPORT,                                     { =
STATE_VIEWPORT,                                     viewport_miscpart   =
}},=0A=
     { STATE_INDEXBUFFER,                                  { =
STATE_INDEXBUFFER,                                  indexbuffer         =
}},=0A=
@@ -4330,8 +4381,6 @@ const struct StateEntryTemplate =
ffp_fragmentstate_template[] =3D {=0A=
     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT01),     { =
STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      =
}},=0A=
     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT10),     { =
STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      =
}},=0A=
     { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT11),     { =
STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      =
}},=0A=
-    { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE),    { =
STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   =
}},=0A=
-    { STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET),   { =
STATE_TEXTURESTAGE(0, WINED3DTSS_BUMPENVLOFFSET),   tex_bumpenvloffset  =
}},=0A=
     { STATE_TEXTURESTAGE(0, WINED3DTSS_COLORARG0),        { =
STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          tex_colorop         =
}},=0A=
     { STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAARG0),        { =
STATE_TEXTURESTAGE(0, WINED3DTSS_ALPHAOP),          tex_alphaop         =
}},=0A=
     { STATE_TEXTURESTAGE(0, WINED3DTSS_RESULTARG),        { =
STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP),          tex_colorop         =
}},=0A=
@@ -4346,8 +4395,6 @@ const struct StateEntryTemplate =
ffp_fragmentstate_template[] =3D {=0A=
     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT01),     { =
STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      =
}},=0A=
     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT10),     { =
STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      =
}},=0A=
     { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT11),     { =
STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      =
}},=0A=
-    { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE),    { =
STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   =
}},=0A=
-    { STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET),   { =
STATE_TEXTURESTAGE(1, WINED3DTSS_BUMPENVLOFFSET),   tex_bumpenvloffset  =
}},=0A=
     { STATE_TEXTURESTAGE(1, WINED3DTSS_COLORARG0),        { =
STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),          tex_colorop         =
}},=0A=
     { STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAARG0),        { =
STATE_TEXTURESTAGE(1, WINED3DTSS_ALPHAOP),          tex_alphaop         =
}},=0A=
     { STATE_TEXTURESTAGE(1, WINED3DTSS_RESULTARG),        { =
STATE_TEXTURESTAGE(1, WINED3DTSS_COLOROP),          tex_colorop         =
}},=0A=
@@ -4362,8 +4409,6 @@ const struct StateEntryTemplate =
ffp_fragmentstate_template[] =3D {=0A=
     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT01),     { =
STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      =
}},=0A=
     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT10),     { =
STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      =
}},=0A=
     { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT11),     { =
STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      =
}},=0A=
-    { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE),    { =
STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   =
}},=0A=
-    { STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET),   { =
STATE_TEXTURESTAGE(2, WINED3DTSS_BUMPENVLOFFSET),   tex_bumpenvloffset  =
}},=0A=
     { STATE_TEXTURESTAGE(2, WINED3DTSS_COLORARG0),        { =
STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),          tex_colorop         =
}},=0A=
     { STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAARG0),        { =
STATE_TEXTURESTAGE(2, WINED3DTSS_ALPHAOP),          tex_alphaop         =
}},=0A=
     { STATE_TEXTURESTAGE(2, WINED3DTSS_RESULTARG),        { =
STATE_TEXTURESTAGE(2, WINED3DTSS_COLOROP),          tex_colorop         =
}},=0A=
@@ -4378,8 +4423,6 @@ const struct StateEntryTemplate =
ffp_fragmentstate_template[] =3D {=0A=
     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT01),     { =
STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      =
}},=0A=
     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT10),     { =
STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      =
}},=0A=
     { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT11),     { =
STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      =
}},=0A=
-    { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE),    { =
STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   =
}},=0A=
-    { STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET),   { =
STATE_TEXTURESTAGE(3, WINED3DTSS_BUMPENVLOFFSET),   tex_bumpenvloffset  =
}},=0A=
     { STATE_TEXTURESTAGE(3, WINED3DTSS_COLORARG0),        { =
STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),          tex_colorop         =
}},=0A=
     { STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAARG0),        { =
STATE_TEXTURESTAGE(3, WINED3DTSS_ALPHAOP),          tex_alphaop         =
}},=0A=
     { STATE_TEXTURESTAGE(3, WINED3DTSS_RESULTARG),        { =
STATE_TEXTURESTAGE(3, WINED3DTSS_COLOROP),          tex_colorop         =
}},=0A=
@@ -4394,8 +4437,6 @@ const struct StateEntryTemplate =
ffp_fragmentstate_template[] =3D {=0A=
     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT01),     { =
STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      =
}},=0A=
     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT10),     { =
STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      =
}},=0A=
     { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT11),     { =
STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      =
}},=0A=
-    { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE),    { =
STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   =
}},=0A=
-    { STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET),   { =
STATE_TEXTURESTAGE(4, WINED3DTSS_BUMPENVLOFFSET),   tex_bumpenvloffset  =
}},=0A=
     { STATE_TEXTURESTAGE(4, WINED3DTSS_COLORARG0),        { =
STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),          tex_colorop         =
}},=0A=
     { STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAARG0),        { =
STATE_TEXTURESTAGE(4, WINED3DTSS_ALPHAOP),          tex_alphaop         =
}},=0A=
     { STATE_TEXTURESTAGE(4, WINED3DTSS_RESULTARG),        { =
STATE_TEXTURESTAGE(4, WINED3DTSS_COLOROP),          tex_colorop         =
}},=0A=
@@ -4410,8 +4451,6 @@ const struct StateEntryTemplate =
ffp_fragmentstate_template[] =3D {=0A=
     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT01),     { =
STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      =
}},=0A=
     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT10),     { =
STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      =
}},=0A=
     { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT11),     { =
STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      =
}},=0A=
-    { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE),    { =
STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   =
}},=0A=
-    { STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET),   { =
STATE_TEXTURESTAGE(5, WINED3DTSS_BUMPENVLOFFSET),   tex_bumpenvloffset  =
}},=0A=
     { STATE_TEXTURESTAGE(5, WINED3DTSS_COLORARG0),        { =
STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),          tex_colorop         =
}},=0A=
     { STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAARG0),        { =
STATE_TEXTURESTAGE(5, WINED3DTSS_ALPHAOP),          tex_alphaop         =
}},=0A=
     { STATE_TEXTURESTAGE(5, WINED3DTSS_RESULTARG),        { =
STATE_TEXTURESTAGE(5, WINED3DTSS_COLOROP),          tex_colorop         =
}},=0A=
@@ -4426,8 +4465,6 @@ const struct StateEntryTemplate =
ffp_fragmentstate_template[] =3D {=0A=
     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT01),     { =
STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      =
}},=0A=
     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT10),     { =
STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      =
}},=0A=
     { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT11),     { =
STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      =
}},=0A=
-    { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE),    { =
STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   =
}},=0A=
-    { STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET),   { =
STATE_TEXTURESTAGE(6, WINED3DTSS_BUMPENVLOFFSET),   tex_bumpenvloffset  =
}},=0A=
     { STATE_TEXTURESTAGE(6, WINED3DTSS_COLORARG0),        { =
STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),          tex_colorop         =
}},=0A=
     { STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAARG0),        { =
STATE_TEXTURESTAGE(6, WINED3DTSS_ALPHAOP),          tex_alphaop         =
}},=0A=
     { STATE_TEXTURESTAGE(6, WINED3DTSS_RESULTARG),        { =
STATE_TEXTURESTAGE(6, WINED3DTSS_COLOROP),          tex_colorop         =
}},=0A=
@@ -4442,8 +4479,6 @@ const struct StateEntryTemplate =
ffp_fragmentstate_template[] =3D {=0A=
     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT01),     { =
STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      =
}},=0A=
     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT10),     { =
STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      =
}},=0A=
     { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT11),     { =
STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVMAT00),     tex_bumpenvmat      =
}},=0A=
-    { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE),    { =
STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLSCALE),    tex_bumpenvlscale   =
}},=0A=
-    { STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET),   { =
STATE_TEXTURESTAGE(7, WINED3DTSS_BUMPENVLOFFSET),   tex_bumpenvloffset  =
}},=0A=
     { STATE_TEXTURESTAGE(7, WINED3DTSS_COLORARG0),        { =
STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),          tex_colorop         =
}},=0A=
     { STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAARG0),        { =
STATE_TEXTURESTAGE(7, WINED3DTSS_ALPHAOP),          tex_alphaop         =
}},=0A=
     { STATE_TEXTURESTAGE(7, WINED3DTSS_RESULTARG),        { =
STATE_TEXTURESTAGE(7, WINED3DTSS_COLOROP),          tex_colorop         =
}},=0A=
-- =0A=
1.5.4.5=0A=
=0A=

------=_NextPart_000_0019_01C8E33C.78AAEDF0--




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