+/**
+ * Generate instructions for loading bump map textures.
+ */
+static GLboolean
+load_texunit_bumpmap( struct texenv_fragment_program *p, int unit )
+{
+ struct state_key *key = p->state;
+ GLuint bumpedUnitNr = key->unit[unit].OptRGB[1].Source - SRC_TEXTURE0;
+ struct ureg texcDst, bumpMapRes;
+ struct ureg constdudvcolor = register_const4f(p, 0.0, 0.0, 0.0, 1.0);
+ struct ureg texcSrc = register_input(p, FRAG_ATTRIB_TEX0 + bumpedUnitNr);
+ struct ureg rotMat0 = register_param3( p, STATE_INTERNAL, STATE_ROT_MATRIX_0, unit );
+ struct ureg rotMat1 = register_param3( p, STATE_INTERNAL, STATE_ROT_MATRIX_1, unit );
+
+ load_texenv_source( p, unit + SRC_TEXTURE0, unit );
+
+ bumpMapRes = get_source(p, key->unit[unit].OptRGB[0].Source, unit);
+ texcDst = get_tex_temp( p );
+ p->texcoord_tex[bumpedUnitNr] = texcDst;
+
+ /* apply rot matrix and add coords to be available in next phase */
+ /* dest = (Arg0.xxxx * rotMat0 + Arg1) + (Arg0.yyyy * rotMat1) */
+ /* note only 2 coords are affected the rest are left unchanged (mul by 0) */
+ emit_arith( p, OPCODE_MAD, texcDst, WRITEMASK_XYZW, 0,
+ swizzle1(bumpMapRes, SWIZZLE_X), rotMat0, texcSrc );
+ emit_arith( p, OPCODE_MAD, texcDst, WRITEMASK_XYZW, 0,
+ swizzle1(bumpMapRes, SWIZZLE_Y), rotMat1, texcDst );
+
+ /* move 0,0,0,1 into bumpmap src if someone (crossbar) is foolish
+ enough to access this later, should optimize away */
+ emit_arith( p, OPCODE_MOV, bumpMapRes, WRITEMASK_XYZW, 0, constdudvcolor, undef, undef );
+
+ return GL_TRUE;
+}