wined3d: Handle projected cube textures.
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index c43cdc3..fc57329 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -2213,13 +2213,18 @@
/* 1.0-1.4: Use destination register as sampler source.
* 2.0+: Use provided sampler source. */
- if (hex_version < WINED3DPS_VERSION(1,4)) {
- DWORD flags;
-
+ if (hex_version < WINED3DPS_VERSION(2,0)) {
sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
- flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
+ } else {
+ sampler_idx = arg->src[1] & WINED3DSP_REGNUM_MASK;
+ }
+ sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
- if (flags & WINED3DTTFF_PROJECTED) {
+ if (hex_version < WINED3DPS_VERSION(1,4)) {
+ DWORD flags = deviceImpl->stateBlock->textureState[sampler_idx][WINED3DTSS_TEXTURETRANSFORMFLAGS];
+
+ /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
+ if (flags & WINED3DTTFF_PROJECTED && sampler_type != WINED3DSTT_CUBE) {
projected = TRUE;
switch (flags & ~WINED3DTTFF_PROJECTED) {
case WINED3DTTFF_COUNT1: FIXME("WINED3DTTFF_PROJECTED with WINED3DTTFF_COUNT1?\n"); break;
@@ -2233,7 +2238,6 @@
}
} else if (hex_version < WINED3DPS_VERSION(2,0)) {
DWORD src_mod = arg->src[0] & WINED3DSP_SRCMOD_MASK;
- sampler_idx = arg->dst & WINED3DSP_REGNUM_MASK;
if (src_mod == WINED3DSPSM_DZ) {
projected = TRUE;
@@ -2245,7 +2249,6 @@
projected = FALSE;
}
} else {
- sampler_idx = arg->src[1] & WINED3DSP_REGNUM_MASK;
if(arg->opcode_token & WINED3DSI_TEXLD_PROJECT) {
/* ps 2.0 texldp instruction always divides by the fourth component. */
projected = TRUE;
@@ -2260,7 +2263,6 @@
texrect = TRUE;
}
- sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
shader_glsl_get_sample_function(sampler_type, projected, texrect, &sample_function);
mask |= sample_function.coord_mask;