wined3d: Actually store the PS's vertex processing flag.
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33df806819
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@ -361,18 +361,17 @@ static inline VOID IWineD3DPixelShaderImpl_GenerateShader(
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shader_generate_glsl_declarations( (IWineD3DBaseShader*) This, reg_maps, &buffer, &GLINFO_LOCATION);
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shader_generate_glsl_declarations( (IWineD3DBaseShader*) This, reg_maps, &buffer, &GLINFO_LOCATION);
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/* Pack 3.0 inputs */
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/* Pack 3.0 inputs */
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if (This->baseShader.hex_version >= WINED3DPS_VERSION(3,0) &&
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if (This->baseShader.hex_version >= WINED3DPS_VERSION(3,0)) {
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!use_vs((IWineD3DDeviceImpl *) This->baseShader.device)) {
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if(((IWineD3DDeviceImpl *) This->baseShader.device)->strided_streams.u.s.position_transformed) {
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if(((IWineD3DDeviceImpl *) This->baseShader.device)->strided_streams.u.s.position_transformed) {
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This->vertexprocessing = pretransformed;
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This->vertexprocessing = pretransformed;
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pshader_glsl_input_pack(&buffer, This->semantics_in, iface);
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} else if(!use_vs((IWineD3DDeviceImpl *) This->baseShader.device)) {
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} else if(!use_vs((IWineD3DDeviceImpl *) This->baseShader.device)) {
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This->vertexprocessing = fixedfunction;
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This->vertexprocessing = fixedfunction;
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pshader_glsl_input_pack(&buffer, This->semantics_in, iface);
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} else {
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} else {
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This->vertexprocessing = vertexshader;
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This->vertexprocessing = vertexshader;
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}
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}
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pshader_glsl_input_pack(&buffer, This->semantics_in, iface);
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}
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}
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/* Base Shader Body */
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/* Base Shader Body */
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