static void init_state_table() {
unsigned int i;
const DWORD rep = STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP);
- memcpy(ATIFSStateTable, FFPStateTable, sizeof(ATIFSStateTable));
+ memcpy(ATIFSStateTable, arb_program_shader_backend.StateTable, sizeof(ATIFSStateTable));
for(i = 0; i < MAX_TEXTURES; i++) {
ATIFSStateTable[STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP)].apply = set_tex_op_atifs;
}
static void shader_atifs_load_init(void) {
- init_state_table();
arb_program_shader_backend.shader_dll_load_init();
+ init_state_table();
}
static void shader_atifs_get_caps(WINED3DDEVTYPE devtype, WineD3D_GL_Info *gl_info, struct shader_caps *caps) {