wined3d: Fix introduced regression in shader_glsl_mnxn and vshader_hw_mnxn.
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74a09f90ca
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@ -854,23 +854,23 @@ void vshader_hw_mnxn(SHADER_OPCODE_ARG* arg) {
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switch(arg->opcode->opcode) {
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switch(arg->opcode->opcode) {
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case WINED3DSIO_M4x4:
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case WINED3DSIO_M4x4:
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nComponents = 4;
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nComponents = 4;
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tmpArg.opcode = &IWineD3DVertexShaderImpl_shader_ins[WINED3DSIO_DP4];
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tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP4);
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break;
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break;
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case WINED3DSIO_M4x3:
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case WINED3DSIO_M4x3:
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nComponents = 3;
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nComponents = 3;
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tmpArg.opcode = &IWineD3DVertexShaderImpl_shader_ins[WINED3DSIO_DP4];
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tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP4);
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break;
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break;
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case WINED3DSIO_M3x4:
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case WINED3DSIO_M3x4:
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nComponents = 4;
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nComponents = 4;
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tmpArg.opcode = &IWineD3DVertexShaderImpl_shader_ins[WINED3DSIO_DP3];
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tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3);
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break;
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break;
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case WINED3DSIO_M3x3:
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case WINED3DSIO_M3x3:
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nComponents = 3;
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nComponents = 3;
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tmpArg.opcode = &IWineD3DVertexShaderImpl_shader_ins[WINED3DSIO_DP3];
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tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3);
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break;
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break;
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case WINED3DSIO_M3x2:
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case WINED3DSIO_M3x2:
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nComponents = 2;
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nComponents = 2;
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tmpArg.opcode = &IWineD3DVertexShaderImpl_shader_ins[WINED3DSIO_DP3];
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tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3);
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break;
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break;
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default:
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default:
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break;
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break;
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@ -1140,23 +1140,23 @@ void shader_glsl_mnxn(SHADER_OPCODE_ARG* arg) {
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switch(arg->opcode->opcode) {
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switch(arg->opcode->opcode) {
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case WINED3DSIO_M4x4:
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case WINED3DSIO_M4x4:
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nComponents = 4;
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nComponents = 4;
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tmpArg.opcode = &IWineD3DVertexShaderImpl_shader_ins[WINED3DSIO_DP4];
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tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP4);
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break;
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break;
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case WINED3DSIO_M4x3:
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case WINED3DSIO_M4x3:
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nComponents = 3;
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nComponents = 3;
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tmpArg.opcode = &IWineD3DVertexShaderImpl_shader_ins[WINED3DSIO_DP4];
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tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP4);
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break;
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break;
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case WINED3DSIO_M3x4:
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case WINED3DSIO_M3x4:
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nComponents = 4;
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nComponents = 4;
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tmpArg.opcode = &IWineD3DVertexShaderImpl_shader_ins[WINED3DSIO_DP3];
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tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3);
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break;
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break;
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case WINED3DSIO_M3x3:
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case WINED3DSIO_M3x3:
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nComponents = 3;
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nComponents = 3;
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tmpArg.opcode = &IWineD3DVertexShaderImpl_shader_ins[WINED3DSIO_DP3];
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tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3);
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break;
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break;
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case WINED3DSIO_M3x2:
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case WINED3DSIO_M3x2:
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nComponents = 2;
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nComponents = 2;
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tmpArg.opcode = &IWineD3DVertexShaderImpl_shader_ins[WINED3DSIO_DP3];
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tmpArg.opcode = shader_get_opcode(arg->shader, WINED3DSIO_DP3);
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break;
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break;
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default:
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default:
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break;
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break;
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@ -473,6 +473,7 @@ static void vshader_texldl(WINED3DSHADERVECTOR* d) {
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}
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}
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CONST SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[] = {
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CONST SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[] = {
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/* This table is not order or position dependent. */
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/* Arithmetic */
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/* Arithmetic */
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{WINED3DSIO_NOP, "nop", "NOP", 0, 0, vshader_nop, vshader_hw_map2gl, NULL, 0, 0},
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{WINED3DSIO_NOP, "nop", "NOP", 0, 0, vshader_nop, vshader_hw_map2gl, NULL, 0, 0},
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