wined3d: Don't call shader_glsl_append_dst() from shader_glsl_texldl().
shader_glsl_gen_sample_code() already takes care of adding the destination.
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@ -2410,8 +2410,6 @@ static void shader_glsl_texldl(const SHADER_OPCODE_ARG *arg)
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DWORD sampler_idx;
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DWORD swizzle = arg->src[1] & WINED3DSP_SWIZZLE_MASK;
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shader_glsl_append_dst(arg->buffer, arg);
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sampler_idx = arg->src[1] & WINED3DSP_REGNUM_MASK;
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sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
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if(deviceImpl->stateBlock->textures[sampler_idx] &&
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