wined3d: Implement texldb.
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@ -1605,8 +1605,17 @@ void pshader_glsl_tex(SHADER_OPCODE_ARG* arg) {
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} else {
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glsl_src_param_t coord_param;
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shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], mask, &coord_param);
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shader_addline(arg->buffer, "%s(Psampler%u, %s)%s);\n",
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sample_function.name, sampler_idx, coord_param.param_str, dst_swizzle);
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if(arg->opcode_token & WINED3DSI_TEXLD_BIAS) {
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glsl_src_param_t bias;
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shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_3, &bias);
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shader_addline(arg->buffer, "%s(Psampler%u, %s, %s)%s);\n",
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sample_function.name, sampler_idx, coord_param.param_str,
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bias.param_str, dst_swizzle);
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} else {
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shader_addline(arg->buffer, "%s(Psampler%u, %s)%s);\n",
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sample_function.name, sampler_idx, coord_param.param_str, dst_swizzle);
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}
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}
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}
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@ -293,6 +293,7 @@ typedef enum _WINED3DSHADER_INSTRUCTION_OPCODE_TYPE {
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/* Undocumented opcode control to identify projective texture lookups in ps 2.0 and later */
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#define WINED3DSI_TEXLD_PROJECT 0x00010000
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#define WINED3DSI_TEXLD_BIAS 0x00020000
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/** Shader version tokens, and shader end tokens **/
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