wined3d: Ignore invalid texture transform flags.
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@ -1911,9 +1911,28 @@ void find_ps_compile_args(const struct wined3d_state *state,
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for (i = 0; i < 4; ++i)
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{
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DWORD flags = state->texture_states[i][WINED3DTSS_TEXTURETRANSFORMFLAGS];
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DWORD tex_transform = flags & ~WINED3DTTFF_PROJECTED;
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DWORD count, tex_transform;
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/* Filter some invalid flags */
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count = flags & ~WINED3DTTFF_PROJECTED;
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if (count > WINED3DTTFF_COUNT4)
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{
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WARN("The application set an invalid TEXTURETRANSFORMFLAGS value.\n");
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flags = count = 0;
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}
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tex_transform = count;
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if (flags & WINED3DTTFF_PROJECTED)
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{
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enum wined3d_sampler_texture_type sampler_type = shader->reg_maps.sampler_type[i];
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if ((sampler_type == WINED3DSTT_1D && tex_transform > WINED3DTTFF_COUNT1)
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|| (sampler_type == WINED3DSTT_2D && tex_transform > WINED3DTTFF_COUNT2)
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|| (sampler_type == WINED3DSTT_VOLUME && tex_transform > WINED3DTTFF_COUNT3))
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tex_transform |= WINED3D_PSARGS_PROJECTED;
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else
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WARN("Application requested projected texture with unsuitable texture coordinates.\n");
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}
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args->tex_transform |= tex_transform << i * WINED3D_PSARGS_TEXTRANSFORM_SHIFT;
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}
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}
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