wined3d: Use WINED3DSTREAMSOURCE_INSTANCEDATA rather than D3DSTREAMSOURCE_INSTANCEDATA.
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@ -1182,7 +1182,7 @@ inline void drawStridedInstanced(IWineD3DDevice *iface, WineDirect3DVertexStride
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/* First, figure out how many instances we have to draw */
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/* First, figure out how many instances we have to draw */
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for(i = 0; i < MAX_STREAMS; i++) {
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for(i = 0; i < MAX_STREAMS; i++) {
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/* Look at all non-instanced streams */
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/* Look at all non-instanced streams */
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if(!(stateblock->streamFlags[i] & D3DSTREAMSOURCE_INSTANCEDATA) &&
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if(!(stateblock->streamFlags[i] & WINED3DSTREAMSOURCE_INSTANCEDATA) &&
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stateblock->streamSource[i]) {
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stateblock->streamSource[i]) {
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int inst = stateblock->streamFreq[i];
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int inst = stateblock->streamFreq[i];
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@ -1194,7 +1194,7 @@ inline void drawStridedInstanced(IWineD3DDevice *iface, WineDirect3DVertexStride
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}
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}
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for(i = 0; i < sizeof(sd->u.input) / sizeof(sd->u.input[0]); i++) {
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for(i = 0; i < sizeof(sd->u.input) / sizeof(sd->u.input[0]); i++) {
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if(stateblock->streamFlags[sd->u.input[i].streamNo] & D3DSTREAMSOURCE_INSTANCEDATA) {
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if(stateblock->streamFlags[sd->u.input[i].streamNo] & WINED3DSTREAMSOURCE_INSTANCEDATA) {
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instancedData[numInstancedAttribs] = i;
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instancedData[numInstancedAttribs] = i;
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numInstancedAttribs++;
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numInstancedAttribs++;
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}
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}
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@ -2155,7 +2155,7 @@ static inline void loadNumberedArrays(IWineD3DStateBlockImpl *stateblock, WineDi
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continue;
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continue;
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/* Do not load instance data. It will be specified using glTexCoord by drawprim */
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/* Do not load instance data. It will be specified using glTexCoord by drawprim */
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if(stateblock->streamFlags[strided->u.input[i].streamNo] & D3DSTREAMSOURCE_INSTANCEDATA) {
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if(stateblock->streamFlags[strided->u.input[i].streamNo] & WINED3DSTREAMSOURCE_INSTANCEDATA) {
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GL_EXTCALL(glDisableVertexAttribArrayARB(i));
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GL_EXTCALL(glDisableVertexAttribArrayARB(i));
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stateblock->wineD3DDevice->instancedDraw = TRUE;
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stateblock->wineD3DDevice->instancedDraw = TRUE;
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continue;
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continue;
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