wined3d: Simplify sampler_texmatrix using pow2Matrix_identity.
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@ -3290,8 +3290,7 @@ static void tex_bumpenvlscale(DWORD state, IWineD3DStateBlockImpl *stateblock, W
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}
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static void sampler_texmatrix(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
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BOOL texIsPow2 = FALSE;
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DWORD sampler = state - STATE_SAMPLER(0);
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const DWORD sampler = state - STATE_SAMPLER(0);
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IWineD3DBaseTexture *texture = stateblock->textures[sampler];
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TRACE("state %#x, stateblock %p, context %p\n", state, stateblock, context);
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@ -3305,21 +3304,7 @@ static void sampler_texmatrix(DWORD state, IWineD3DStateBlockImpl *stateblock, W
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* misc pipeline
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*/
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if(sampler < MAX_TEXTURES) {
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UINT texture_dimensions = IWineD3DBaseTexture_GetTextureDimensions(texture);
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if (texture_dimensions == GL_TEXTURE_2D || texture_dimensions == GL_TEXTURE_RECTANGLE_ARB)
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{
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if(((IWineD3DTextureImpl *)texture)->baseTexture.pow2Matrix[0] != 1.0 ||
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((IWineD3DTextureImpl *)texture)->baseTexture.pow2Matrix[5] != 1.0 ) {
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texIsPow2 = TRUE;
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}
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}
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else if (texture_dimensions == GL_TEXTURE_CUBE_MAP_ARB)
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{
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if(((IWineD3DCubeTextureImpl *)texture)->baseTexture.pow2Matrix[0] != 1.0) {
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texIsPow2 = TRUE;
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}
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}
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const BOOL texIsPow2 = !((IWineD3DBaseTextureImpl *)texture)->baseTexture.pow2Matrix_identity;
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if (texIsPow2 || (context->lastWasPow2Texture & (1 << sampler)))
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{
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