wined3d: Don't read texcoord attributes unless necessary.
Signed-off-by: Matteo Bruni <mbruni@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -6149,11 +6149,10 @@ static GLuint shader_glsl_generate_ffp_vertex_shader(struct shader_glsl_priv *pr
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for (i = 0; i < MAX_TEXTURES; ++i)
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{
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unsigned int coord_idx = settings->texgen[i] & 0x0000ffff;
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if ((settings->texgen[i] & 0xffff0000) == WINED3DTSS_TCI_PASSTHRU)
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{
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if ((settings->texgen[i] & 0xffff0000) == WINED3DTSS_TCI_PASSTHRU
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&& settings->texcoords & (1u << i))
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shader_addline(buffer, "vec4 ffp_attrib_texcoord%u = vs_in%u;\n", i, coord_idx + WINED3D_FFP_TEXCOORD0);
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}
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}
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shader_addline(buffer, "ffp_attrib_blendweight[%u] = 1.0;\n", settings->vertexblends);
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