Add real support for VS1.1, ie make the relative addressing mode
work.
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@ -410,7 +410,7 @@ inline static void vshader_program_dump_param(const DWORD param, int input) {
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TRACE("V[%lu]", reg);
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break;
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case D3DSPR_CONST:
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TRACE("C[%s%lu]", (reg & D3DVS_ADDRMODE_RELATIVE) ? "a0.x + " : "", reg);
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TRACE("C[%s%lu]", (param & D3DVS_ADDRMODE_RELATIVE) ? "a0.x + " : "", reg);
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break;
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case D3DSPR_ADDR: /*case D3DSPR_TEXTURE:*/
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TRACE("a[%lu]", reg);
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@ -656,7 +656,7 @@ HRESULT WINAPI IDirect3DVertexShaderImpl_ExecuteSW(IDirect3DVertexShaderImpl* vs
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p[i] = &input->V[reg];
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break;
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case D3DSPR_CONST:
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if (reg & D3DVS_ADDRMODE_RELATIVE) {
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if (pToken[i] & D3DVS_ADDRMODE_RELATIVE) {
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p[i] = &vshader->data->C[(DWORD) A[0].x + reg];
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} else {
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p[i] = &vshader->data->C[reg];
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@ -1050,7 +1050,7 @@ inline static void pshader_program_dump_param(const DWORD param, int input) {
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TRACE("V[%lu]", reg);
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break;
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case D3DSPR_CONST:
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TRACE("C[%s%lu]", (reg & D3DVS_ADDRMODE_RELATIVE) ? "a0.x + " : "", reg);
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TRACE("C[%s%lu]", (param & D3DVS_ADDRMODE_RELATIVE) ? "a0.x + " : "", reg);
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break;
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case D3DSPR_TEXTURE: /* case D3DSPR_ADDR: */
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TRACE("t[%lu]", reg);
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