wined3d: Ignore texture transforms when a shader is used, not set.
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@ -1897,7 +1897,7 @@ static void transform_texture(DWORD state, IWineD3DStateBlockImpl *stateblock, W
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DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[texUnit];
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/* Ignore this when a vertex shader is used, or if the streams aren't sorted out yet */
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if(stateblock->vertexShader ||
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if(use_vs(stateblock->wineD3DDevice) ||
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isStateDirty(context, STATE_VDECL)) {
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TRACE("Using a vertex shader, or stream sources not sorted out yet, skipping\n");
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return;
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