wined3d: Implement support for projective textures in ps 2.0 and later.
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@ -941,6 +941,9 @@ void shader_trace_init(
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default:
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TRACE("_(%u)", op);
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}
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} else if (curOpcode->opcode == WINED3DSIO_TEX &&
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This->baseShader.hex_version >= WINED3DPS_VERSION(2,0)) {
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if(opcode_token & WINED3DSI_TEXLD_PROJECT) TRACE("p");
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}
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/* Destination token */
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@ -1472,8 +1472,13 @@ void pshader_glsl_tex(SHADER_OPCODE_ARG* arg) {
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}
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} else {
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sampler_idx = arg->src[1] & WINED3DSP_REGNUM_MASK;
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/* TODO: Handle D3DSI_TEXLD_PROJECTED... */
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projected = FALSE;
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if(arg->opcode_token & WINED3DSI_TEXLD_PROJECT) {
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/* ps 2.0 texldp instruction always divides by the fourth component. */
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projected = TRUE;
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mask = WINED3DSP_WRITEMASK_3;
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} else {
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projected = FALSE;
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}
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}
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sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
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@ -291,6 +291,9 @@ typedef enum _WINED3DSHADER_INSTRUCTION_OPCODE_TYPE {
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#define WINED3DSHADER_INSTRUCTION_PREDICATED (1 << 28)
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/* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */
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#define WINED3DSI_TEXLD_PROJECT 0x00010000
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/** Shader version tokens, and shader end tokens **/
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#define WINED3DPS_VERSION(major, minor) (0xFFFF0000 | ((major) << 8) | (minor))
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