wined3d: Handle projected+bump mapped textures in atifs.
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@ -312,11 +312,16 @@ static GLuint gen_ati_shader(struct texture_stage_op op[MAX_TEXTURES], WineD3D_G
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GL_EXTCALL(glSampleMapATI(GL_REG_0_ATI + stage,
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GL_TEXTURE0_ARB + stage,
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GL_SWIZZLE_STR_ATI));
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TRACE("glPassTexCoordATI(GL_REG_%d_ATI, GL_TEXTURE_%d_ARB, GL_SWIZZLE_STR_ATI)\n",
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stage + 1, stage + 1);
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if(op[stage + 1].projected == proj_none) {
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swizzle = GL_SWIZZLE_STR_ATI;
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} else {
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swizzle = GL_SWIZZLE_STQ_DQ_ATI;
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}
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TRACE("glPassTexCoordATI(GL_REG_%d_ATI, GL_TEXTURE_%d_ARB, %s)\n",
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stage + 1, stage + 1, debug_swizzle(swizzle));
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GL_EXTCALL(glPassTexCoordATI(GL_REG_0_ATI + stage + 1,
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GL_TEXTURE0_ARB + stage + 1,
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GL_SWIZZLE_STR_ATI));
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swizzle));
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/* We need GL_REG_5_ATI as a temporary register to swizzle the bump matrix. So we run into
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* issues if we're bump mapping on stage 4 or 5
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