wined3d: Don't try to apply format fixups for SM4+ shaders.
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@ -2765,7 +2765,10 @@ static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_s
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shader_glsl_swizzle_to_str(swizzle, FALSE, ins->dst[0].write_mask, dst_swizzle);
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if (version->type == WINED3D_SHADER_TYPE_PIXEL)
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/* FIXME: We currently don't support fixups for vertex shaders or anything
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* above SM3. Note that for SM4+ the sampler index doesn't have to match
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* the resource index. */
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if (version->type == WINED3D_SHADER_TYPE_PIXEL && version->major < 4)
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{
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const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
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fixup = priv->cur_ps_args->color_fixup[sampler];
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@ -2780,7 +2783,7 @@ static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_s
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}
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else
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{
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fixup = COLOR_FIXUP_IDENTITY; /* FIXME: Vshader color fixup */
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fixup = COLOR_FIXUP_IDENTITY;
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}
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shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &ins->dst[0], sample_function->data_type);
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