return WINED3D_OK;
}
-CONST SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[] = {
- /* Arithmetic */
- {WINED3DSIO_NOP, "nop", 0, 0, WINED3DSIH_NOP, 0, 0 },
- {WINED3DSIO_MOV, "mov", 1, 2, WINED3DSIH_MOV, 0, 0 },
- {WINED3DSIO_ADD, "add", 1, 3, WINED3DSIH_ADD, 0, 0 },
- {WINED3DSIO_SUB, "sub", 1, 3, WINED3DSIH_SUB, 0, 0 },
- {WINED3DSIO_MAD, "mad", 1, 4, WINED3DSIH_MAD, 0, 0 },
- {WINED3DSIO_MUL, "mul", 1, 3, WINED3DSIH_MUL, 0, 0 },
- {WINED3DSIO_RCP, "rcp", 1, 2, WINED3DSIH_RCP, 0, 0 },
- {WINED3DSIO_RSQ, "rsq", 1, 2, WINED3DSIH_RSQ, 0, 0 },
- {WINED3DSIO_DP3, "dp3", 1, 3, WINED3DSIH_DP3, 0, 0 },
- {WINED3DSIO_DP4, "dp4", 1, 3, WINED3DSIH_DP4, 0, 0 },
- {WINED3DSIO_MIN, "min", 1, 3, WINED3DSIH_MIN, 0, 0 },
- {WINED3DSIO_MAX, "max", 1, 3, WINED3DSIH_MAX, 0, 0 },
- {WINED3DSIO_SLT, "slt", 1, 3, WINED3DSIH_SLT, 0, 0 },
- {WINED3DSIO_SGE, "sge", 1, 3, WINED3DSIH_SGE, 0, 0 },
- {WINED3DSIO_ABS, "abs", 1, 2, WINED3DSIH_ABS, 0, 0 },
- {WINED3DSIO_EXP, "exp", 1, 2, WINED3DSIH_EXP, 0, 0 },
- {WINED3DSIO_LOG, "log", 1, 2, WINED3DSIH_LOG, 0, 0 },
- {WINED3DSIO_EXPP, "expp", 1, 2, WINED3DSIH_EXPP, 0, 0 },
- {WINED3DSIO_LOGP, "logp", 1, 2, WINED3DSIH_LOGP, 0, 0 },
- {WINED3DSIO_DST, "dst", 1, 3, WINED3DSIH_DST, 0, 0 },
- {WINED3DSIO_LRP, "lrp", 1, 4, WINED3DSIH_LRP, 0, 0 },
- {WINED3DSIO_FRC, "frc", 1, 2, WINED3DSIH_FRC, 0, 0 },
- {WINED3DSIO_CND, "cnd", 1, 4, WINED3DSIH_CND, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,4)},
- {WINED3DSIO_CMP, "cmp", 1, 4, WINED3DSIH_CMP, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(3,0)},
- {WINED3DSIO_POW, "pow", 1, 3, WINED3DSIH_POW, 0, 0 },
- {WINED3DSIO_CRS, "crs", 1, 3, WINED3DSIH_CRS, 0, 0 },
- {WINED3DSIO_NRM, "nrm", 1, 2, WINED3DSIH_NRM, 0, 0 },
- {WINED3DSIO_SINCOS, "sincos", 1, 4, WINED3DSIH_SINCOS, WINED3DPS_VERSION(2,0), WINED3DPS_VERSION(2,1)},
- {WINED3DSIO_SINCOS, "sincos", 1, 2, WINED3DSIH_SINCOS, WINED3DPS_VERSION(3,0), -1 },
- {WINED3DSIO_DP2ADD, "dp2add", 1, 4, WINED3DSIH_DP2ADD, WINED3DPS_VERSION(2,0), -1 },
- /* Matrix */
- {WINED3DSIO_M4x4, "m4x4", 1, 3, WINED3DSIH_M4x4, 0, 0 },
- {WINED3DSIO_M4x3, "m4x3", 1, 3, WINED3DSIH_M4x3, 0, 0 },
- {WINED3DSIO_M3x4, "m3x4", 1, 3, WINED3DSIH_M3x4, 0, 0 },
- {WINED3DSIO_M3x3, "m3x3", 1, 3, WINED3DSIH_M3x3, 0, 0 },
- {WINED3DSIO_M3x2, "m3x2", 1, 3, WINED3DSIH_M3x2, 0, 0 },
- /* Register declarations */
- {WINED3DSIO_DCL, "dcl", 0, 2, WINED3DSIH_DCL, 0, 0 },
- /* Flow control - requires GLSL or software shaders */
- {WINED3DSIO_REP , "rep", 0, 1, WINED3DSIH_REP, WINED3DPS_VERSION(2,1), -1 },
- {WINED3DSIO_ENDREP, "endrep", 0, 0, WINED3DSIH_ENDREP, WINED3DPS_VERSION(2,1), -1 },
- {WINED3DSIO_IF, "if", 0, 1, WINED3DSIH_IF, WINED3DPS_VERSION(2,1), -1 },
- {WINED3DSIO_IFC, "ifc", 0, 2, WINED3DSIH_IFC, WINED3DPS_VERSION(2,1), -1 },
- {WINED3DSIO_ELSE, "else", 0, 0, WINED3DSIH_ELSE, WINED3DPS_VERSION(2,1), -1 },
- {WINED3DSIO_ENDIF, "endif", 0, 0, WINED3DSIH_ENDIF, WINED3DPS_VERSION(2,1), -1 },
- {WINED3DSIO_BREAK, "break", 0, 0, WINED3DSIH_BREAK, WINED3DPS_VERSION(2,1), -1 },
- {WINED3DSIO_BREAKC, "breakc", 0, 2, WINED3DSIH_BREAKC, WINED3DPS_VERSION(2,1), -1 },
- {WINED3DSIO_BREAKP, "breakp", 0, 1, WINED3DSIH_BREAKP, 0, 0 },
- {WINED3DSIO_CALL, "call", 0, 1, WINED3DSIH_CALL, WINED3DPS_VERSION(2,1), -1 },
- {WINED3DSIO_CALLNZ, "callnz", 0, 2, WINED3DSIH_CALLNZ, WINED3DPS_VERSION(2,1), -1 },
- {WINED3DSIO_LOOP, "loop", 0, 2, WINED3DSIH_LOOP, WINED3DPS_VERSION(3,0), -1 },
- {WINED3DSIO_RET, "ret", 0, 0, WINED3DSIH_RET, WINED3DPS_VERSION(2,1), -1 },
- {WINED3DSIO_ENDLOOP, "endloop", 0, 0, WINED3DSIH_ENDLOOP, WINED3DPS_VERSION(3,0), -1 },
- {WINED3DSIO_LABEL, "label", 0, 1, WINED3DSIH_LABEL, WINED3DPS_VERSION(2,1), -1 },
- /* Constant definitions */
- {WINED3DSIO_DEF, "def", 1, 5, WINED3DSIH_DEF, 0, 0 },
- {WINED3DSIO_DEFB, "defb", 1, 2, WINED3DSIH_DEFB, 0, 0 },
- {WINED3DSIO_DEFI, "defi", 1, 5, WINED3DSIH_DEFI, 0, 0 },
- /* Texture */
- {WINED3DSIO_TEXCOORD, "texcoord", 1, 1, WINED3DSIH_TEXCOORD, 0, WINED3DPS_VERSION(1,3)},
- {WINED3DSIO_TEXCOORD, "texcrd", 1, 2, WINED3DSIH_TEXCOORD, WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)},
- {WINED3DSIO_TEXKILL, "texkill", 1, 1, WINED3DSIH_TEXKILL, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(3,0)},
- {WINED3DSIO_TEX, "tex", 1, 1, WINED3DSIH_TEX, 0, WINED3DPS_VERSION(1,3)},
- {WINED3DSIO_TEX, "texld", 1, 2, WINED3DSIH_TEX, WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)},
- {WINED3DSIO_TEX, "texld", 1, 3, WINED3DSIH_TEX, WINED3DPS_VERSION(2,0), -1 },
- {WINED3DSIO_TEXBEM, "texbem", 1, 2, WINED3DSIH_TEXBEM, 0, WINED3DPS_VERSION(1,3)},
- {WINED3DSIO_TEXBEML, "texbeml", 1, 2, WINED3DSIH_TEXBEML, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
- {WINED3DSIO_TEXREG2AR, "texreg2ar", 1, 2, WINED3DSIH_TEXREG2AR, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
- {WINED3DSIO_TEXREG2GB, "texreg2gb", 1, 2, WINED3DSIH_TEXREG2GB, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
- {WINED3DSIO_TEXREG2RGB, "texreg2rgb", 1, 2, WINED3DSIH_TEXREG2RGB, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(1,3)},
- {WINED3DSIO_TEXM3x2PAD, "texm3x2pad", 1, 2, WINED3DSIH_TEXM3x2PAD, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
- {WINED3DSIO_TEXM3x2TEX, "texm3x2tex", 1, 2, WINED3DSIH_TEXM3x2TEX, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
- {WINED3DSIO_TEXM3x3PAD, "texm3x3pad", 1, 2, WINED3DSIH_TEXM3x3PAD, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
- {WINED3DSIO_TEXM3x3DIFF, "texm3x3diff", 1, 2, WINED3DSIH_TEXM3x3DIFF, WINED3DPS_VERSION(0,0), WINED3DPS_VERSION(0,0)},
- {WINED3DSIO_TEXM3x3SPEC, "texm3x3spec", 1, 3, WINED3DSIH_TEXM3x3SPEC, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
- {WINED3DSIO_TEXM3x3VSPEC, "texm3x3vspec", 1, 2, WINED3DSIH_TEXM3x3VSPEC, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
- {WINED3DSIO_TEXM3x3TEX, "texm3x3tex", 1, 2, WINED3DSIH_TEXM3x3TEX, WINED3DPS_VERSION(1,0), WINED3DPS_VERSION(1,3)},
- {WINED3DSIO_TEXDP3TEX, "texdp3tex", 1, 2, WINED3DSIH_TEXDP3TEX, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(1,3)},
- {WINED3DSIO_TEXM3x2DEPTH, "texm3x2depth", 1, 2, WINED3DSIH_TEXM3x2DEPTH, WINED3DPS_VERSION(1,3), WINED3DPS_VERSION(1,3)},
- {WINED3DSIO_TEXDP3, "texdp3", 1, 2, WINED3DSIH_TEXDP3, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(1,3)},
- {WINED3DSIO_TEXM3x3, "texm3x3", 1, 2, WINED3DSIH_TEXM3x3, WINED3DPS_VERSION(1,2), WINED3DPS_VERSION(1,3)},
- {WINED3DSIO_TEXDEPTH, "texdepth", 1, 1, WINED3DSIH_TEXDEPTH, WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)},
- {WINED3DSIO_BEM, "bem", 1, 3, WINED3DSIH_BEM, WINED3DPS_VERSION(1,4), WINED3DPS_VERSION(1,4)},
- {WINED3DSIO_DSX, "dsx", 1, 2, WINED3DSIH_DSX, WINED3DPS_VERSION(2,1), -1 },
- {WINED3DSIO_DSY, "dsy", 1, 2, WINED3DSIH_DSY, WINED3DPS_VERSION(2,1), -1 },
- {WINED3DSIO_TEXLDD, "texldd", 1, 5, WINED3DSIH_TEXLDD, WINED3DPS_VERSION(2,1), -1 },
- {WINED3DSIO_SETP, "setp", 1, 3, WINED3DSIH_SETP, 0, 0 },
- {WINED3DSIO_TEXLDL, "texldl", 1, 3, WINED3DSIH_TEXLDL, WINED3DPS_VERSION(3,0), -1 },
- {WINED3DSIO_PHASE, "phase", 0, 0, WINED3DSIH_PHASE, 0, 0 },
- {0, NULL, 0, 0, 0, 0, 0 }
-};
+static void pshader_set_limits(IWineD3DPixelShaderImpl *This)
+{
+ DWORD shader_version = WINED3D_SHADER_VERSION(This->baseShader.reg_maps.shader_version.major,
+ This->baseShader.reg_maps.shader_version.minor);
-static void pshader_set_limits(
- IWineD3DPixelShaderImpl *This) {
-
- This->baseShader.limits.attributes = 0;
- This->baseShader.limits.address = 0;
- This->baseShader.limits.packed_output = 0;
-
- switch (This->baseShader.reg_maps.shader_version)
- {
- case WINED3DPS_VERSION(1,0):
- case WINED3DPS_VERSION(1,1):
- case WINED3DPS_VERSION(1,2):
- case WINED3DPS_VERSION(1,3):
- This->baseShader.limits.temporary = 2;
- This->baseShader.limits.constant_float = 8;
- This->baseShader.limits.constant_int = 0;
- This->baseShader.limits.constant_bool = 0;
- This->baseShader.limits.texcoord = 4;
- This->baseShader.limits.sampler = 4;
- This->baseShader.limits.packed_input = 0;
- This->baseShader.limits.label = 0;
- break;
-
- case WINED3DPS_VERSION(1,4):
- This->baseShader.limits.temporary = 6;
- This->baseShader.limits.constant_float = 8;
- This->baseShader.limits.constant_int = 0;
- This->baseShader.limits.constant_bool = 0;
- This->baseShader.limits.texcoord = 6;
- This->baseShader.limits.sampler = 6;
- This->baseShader.limits.packed_input = 0;
- This->baseShader.limits.label = 0;
- break;
-
- /* FIXME: temporaries must match D3DPSHADERCAPS2_0.NumTemps */
- case WINED3DPS_VERSION(2,0):
- This->baseShader.limits.temporary = 32;
- This->baseShader.limits.constant_float = 32;
- This->baseShader.limits.constant_int = 16;
- This->baseShader.limits.constant_bool = 16;
- This->baseShader.limits.texcoord = 8;
- This->baseShader.limits.sampler = 16;
- This->baseShader.limits.packed_input = 0;
- break;
-
- case WINED3DPS_VERSION(2,1):
- This->baseShader.limits.temporary = 32;
- This->baseShader.limits.constant_float = 32;
- This->baseShader.limits.constant_int = 16;
- This->baseShader.limits.constant_bool = 16;
- This->baseShader.limits.texcoord = 8;
- This->baseShader.limits.sampler = 16;
- This->baseShader.limits.packed_input = 0;
- This->baseShader.limits.label = 16;
- break;
-
- case WINED3DPS_VERSION(3,0):
- This->baseShader.limits.temporary = 32;
- This->baseShader.limits.constant_float = 224;
- This->baseShader.limits.constant_int = 16;
- This->baseShader.limits.constant_bool = 16;
- This->baseShader.limits.texcoord = 0;
- This->baseShader.limits.sampler = 16;
- This->baseShader.limits.packed_input = 12;
- This->baseShader.limits.label = 16; /* FIXME: 2048 */
- break;
-
- default: This->baseShader.limits.temporary = 32;
- This->baseShader.limits.constant_float = 32;
- This->baseShader.limits.constant_int = 16;
- This->baseShader.limits.constant_bool = 16;
- This->baseShader.limits.texcoord = 8;
- This->baseShader.limits.sampler = 16;
- This->baseShader.limits.packed_input = 0;
- This->baseShader.limits.label = 0;
- FIXME("Unrecognized pixel shader version %#x\n",
- This->baseShader.reg_maps.shader_version);
- }
-}
+ This->baseShader.limits.attributes = 0;
+ This->baseShader.limits.address = 0;
+ This->baseShader.limits.packed_output = 0;
-static HRESULT WINAPI IWineD3DPixelShaderImpl_SetFunction(IWineD3DPixelShader *iface, CONST DWORD *pFunction) {
+ switch (shader_version)
+ {
+ case WINED3D_SHADER_VERSION(1,0):
+ case WINED3D_SHADER_VERSION(1,1):
+ case WINED3D_SHADER_VERSION(1,2):
+ case WINED3D_SHADER_VERSION(1,3):
+ This->baseShader.limits.temporary = 2;
+ This->baseShader.limits.constant_float = 8;
+ This->baseShader.limits.constant_int = 0;
+ This->baseShader.limits.constant_bool = 0;
+ This->baseShader.limits.texcoord = 4;
+ This->baseShader.limits.sampler = 4;
+ This->baseShader.limits.packed_input = 0;
+ This->baseShader.limits.label = 0;
+ break;
+
+ case WINED3D_SHADER_VERSION(1,4):
+ This->baseShader.limits.temporary = 6;
+ This->baseShader.limits.constant_float = 8;
+ This->baseShader.limits.constant_int = 0;
+ This->baseShader.limits.constant_bool = 0;
+ This->baseShader.limits.texcoord = 6;
+ This->baseShader.limits.sampler = 6;
+ This->baseShader.limits.packed_input = 0;
+ This->baseShader.limits.label = 0;
+ break;
+
+ /* FIXME: temporaries must match D3DPSHADERCAPS2_0.NumTemps */
+ case WINED3D_SHADER_VERSION(2,0):
+ This->baseShader.limits.temporary = 32;
+ This->baseShader.limits.constant_float = 32;
+ This->baseShader.limits.constant_int = 16;
+ This->baseShader.limits.constant_bool = 16;
+ This->baseShader.limits.texcoord = 8;
+ This->baseShader.limits.sampler = 16;
+ This->baseShader.limits.packed_input = 0;
+ break;
+
+ case WINED3D_SHADER_VERSION(2,1):
+ This->baseShader.limits.temporary = 32;
+ This->baseShader.limits.constant_float = 32;
+ This->baseShader.limits.constant_int = 16;
+ This->baseShader.limits.constant_bool = 16;
+ This->baseShader.limits.texcoord = 8;
+ This->baseShader.limits.sampler = 16;
+ This->baseShader.limits.packed_input = 0;
+ This->baseShader.limits.label = 16;
+ break;
+
+ case WINED3D_SHADER_VERSION(3,0):
+ This->baseShader.limits.temporary = 32;
+ This->baseShader.limits.constant_float = 224;
+ This->baseShader.limits.constant_int = 16;
+ This->baseShader.limits.constant_bool = 16;
+ This->baseShader.limits.texcoord = 0;
+ This->baseShader.limits.sampler = 16;
+ This->baseShader.limits.packed_input = 12;
+ This->baseShader.limits.label = 16; /* FIXME: 2048 */
+ break;
+
+ default:
+ This->baseShader.limits.temporary = 32;
+ This->baseShader.limits.constant_float = 32;
+ This->baseShader.limits.constant_int = 16;
+ This->baseShader.limits.constant_bool = 16;
+ This->baseShader.limits.texcoord = 8;
+ This->baseShader.limits.sampler = 16;
+ This->baseShader.limits.packed_input = 0;
+ This->baseShader.limits.label = 0;
+ FIXME("Unrecognized pixel shader version %u.%u\n",
+ This->baseShader.reg_maps.shader_version.major,
+ This->baseShader.reg_maps.shader_version.minor);
+ }
+}
+static HRESULT WINAPI IWineD3DPixelShaderImpl_SetFunction(IWineD3DPixelShader *iface,
+ const DWORD *pFunction, const struct wined3d_shader_signature *output_signature)
+{
IWineD3DPixelShaderImpl *This =(IWineD3DPixelShaderImpl *)iface;
- IWineD3DDeviceImpl *deviceImpl = (IWineD3DDeviceImpl *) This->baseShader.device;
unsigned int i, highest_reg_used = 0, num_regs_used = 0;
shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
+ const struct wined3d_shader_frontend *fe;
HRESULT hr;
TRACE("(%p) : pFunction %p\n", iface, pFunction);
+ fe = shader_select_frontend(*pFunction);
+ if (!fe)
+ {
+ FIXME("Unable to find frontend for shader.\n");
+ return WINED3DERR_INVALIDCALL;
+ }
+ This->baseShader.frontend = fe;
+ This->baseShader.frontend_data = fe->shader_init(pFunction, output_signature);
+ if (!This->baseShader.frontend_data)
+ {
+ FIXME("Failed to initialize frontend.\n");
+ return WINED3DERR_INVALIDCALL;
+ }
+
/* First pass: trace shader */
- if (TRACE_ON(d3d_shader)) shader_trace_init(pFunction, This->baseShader.shader_ins);
+ if (TRACE_ON(d3d_shader)) shader_trace_init(fe, This->baseShader.frontend_data, pFunction);
/* Initialize immediate constant lists */
list_init(&This->baseShader.constantsF);
list_init(&This->baseShader.constantsI);
/* Second pass: figure out which registers are used, what the semantics are, etc.. */
- memset(reg_maps, 0, sizeof(shader_reg_maps));
- hr = shader_get_registers_used((IWineD3DBaseShader *)This, reg_maps, This->semantics_in, NULL, pFunction);
+ hr = shader_get_registers_used((IWineD3DBaseShader *)This, fe, reg_maps, This->semantics_in, NULL, pFunction,
+ GL_LIMITS(pshader_constantsF));
if (FAILED(hr)) return hr;
pshader_set_limits(This);
This->baseShader.load_local_constsF = FALSE;
- This->baseShader.shader_mode = deviceImpl->ps_selected_mode;
-
TRACE("(%p) : Copying the function\n", This);
This->baseShader.function = HeapAlloc(GetProcessHeap(), 0, This->baseShader.functionLength);
static void pixelshader_update_samplers(struct shader_reg_maps *reg_maps, IWineD3DBaseTexture * const *textures)
{
- DWORD shader_version = reg_maps->shader_version;
- DWORD *samplers = reg_maps->samplers;
+ WINED3DSAMPLER_TEXTURE_TYPE *sampler_type = reg_maps->sampler_type;
unsigned int i;
- if (WINED3DSHADER_VERSION_MAJOR(shader_version) != 1) return;
+ if (reg_maps->shader_version.major != 1) return;
for (i = 0; i < max(MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS); ++i)
{
/* We don't sample from this sampler */
- if (!samplers[i]) continue;
+ if (!sampler_type[i]) continue;
if (!textures[i])
{
ERR("No texture bound to sampler %u, using 2D\n", i);
- samplers[i] = (0x1 << 31) | WINED3DSTT_2D;
+ sampler_type[i] = WINED3DSTT_2D;
continue;
}
case GL_TEXTURE_2D:
/* We have to select between texture rectangles and 2D textures later because 2.0 and
* 3.0 shaders only have WINED3DSTT_2D as well */
- samplers[i] = (1 << 31) | WINED3DSTT_2D;
+ sampler_type[i] = WINED3DSTT_2D;
break;
case GL_TEXTURE_3D:
- samplers[i] = (1 << 31) | WINED3DSTT_VOLUME;
+ sampler_type[i] = WINED3DSTT_VOLUME;
break;
case GL_TEXTURE_CUBE_MAP_ARB:
- samplers[i] = (1 << 31) | WINED3DSTT_CUBE;
+ sampler_type[i] = WINED3DSTT_CUBE;
break;
default:
FIXME("Unrecognized texture type %#x, using 2D\n",
IWineD3DBaseTexture_GetTextureDimensions(textures[i]));
- samplers[i] = (0x1 << 31) | WINED3DSTT_2D;
+ sampler_type[i] = WINED3DSTT_2D;
}
}
}
args->np2_fixup = 0;
for(i = 0; i < MAX_FRAGMENT_SAMPLERS; i++) {
- if(shader->baseShader.reg_maps.samplers[i] == 0) continue;
+ if (!shader->baseShader.reg_maps.sampler_type[i]) continue;
tex = (IWineD3DBaseTextureImpl *) stateblock->textures[i];
if(!tex) {
args->color_fixup[i] = COLOR_FIXUP_IDENTITY;
args->np2_fixup |= (1 << i);
}
}
- if (shader->baseShader.reg_maps.shader_version >= WINED3DPS_VERSION(3,0))
+ if (shader->baseShader.reg_maps.shader_version.major >= 3)
{
if (((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.position_transformed)
{