wined3d: Don't call shader_glsl_append_dst() from shader_glsl_texldl().

shader_glsl_gen_sample_code() already takes care of adding the destination.
This commit is contained in:
Henri Verbeet 2009-03-10 09:19:03 +01:00 committed by Alexandre Julliard
parent e9ece6bd12
commit 1fa83c95de
1 changed files with 0 additions and 2 deletions

View File

@ -2410,8 +2410,6 @@ static void shader_glsl_texldl(const SHADER_OPCODE_ARG *arg)
DWORD sampler_idx;
DWORD swizzle = arg->src[1] & WINED3DSP_SWIZZLE_MASK;
shader_glsl_append_dst(arg->buffer, arg);
sampler_idx = arg->src[1] & WINED3DSP_REGNUM_MASK;
sampler_type = arg->reg_maps->samplers[sampler_idx] & WINED3DSP_TEXTURETYPE_MASK;
if(deviceImpl->stateBlock->textures[sampler_idx] &&