info.sampler_mask_shadow = 0x0;
info.sampler_ps1xtypes = 0x0;
info.fog_enable = 0;
+ info.point_size_min = 0;
+ info.point_size_max = 0;
hr = nine_translate_shader(device, &info);
if (FAILED(hr))
This->position_t = info.position_t;
This->point_size = info.point_size;
- for (i = 0; i < info.num_inputs && i < Elements(This->input_map); ++i)
+ for (i = 0; i < info.num_inputs && i < ARRAY_SIZE(This->input_map); ++i)
This->input_map[i].ndecl = info.input_map[i];
This->num_inputs = i;
NineVertexShader9_GetVariant( struct NineVertexShader9 *This )
{
void *cso;
- uint32_t key;
+ uint64_t key;
key = This->next_key;
if (key == This->last_key)
info.byte_code = This->byte_code.tokens;
info.sampler_mask_shadow = key & 0xf;
info.fog_enable = device->state.rs[D3DRS_FOGENABLE];
+ info.point_size_min = asfloat(device->state.rs[D3DRS_POINTSIZE_MIN]);
+ info.point_size_max = asfloat(device->state.rs[D3DRS_POINTSIZE_MAX]);
hr = nine_translate_shader(This->base.device, &info);
if (FAILED(hr))