wined3d: We only care is a sampler is sampled at all in device_map_vsamplers(), not the specific type.
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@ -3861,9 +3861,8 @@ static void device_map_vsamplers(IWineD3DDeviceImpl *This, BOOL ps) {
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if (ps) {
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IWineD3DPixelShaderImpl *pshader = (IWineD3DPixelShaderImpl *)This->stateBlock->pixelShader;
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/* Make sure the shader's reg_maps are up to date. This is only relevant for 1.x pixelshaders. */
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pixelshader_update_samplers(&pshader->baseShader.reg_maps, This->stateBlock->textures,
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pshader->baseShader.hex_version);
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/* Note that we only care if a sampler is sampled or not, not the sampler's specific type.
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* Otherwise we'd need to call shader_update_samplers() here for 1.x pixelshaders. */
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pshader_sampler_tokens = pshader->baseShader.reg_maps.samplers;
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}
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@ -395,7 +395,7 @@ static HRESULT WINAPI IWineD3DPixelShaderImpl_SetFunction(IWineD3DPixelShader *i
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return WINED3D_OK;
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}
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void pixelshader_update_samplers(struct shader_reg_maps *reg_maps, IWineD3DBaseTexture * const *textures,
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static void pixelshader_update_samplers(struct shader_reg_maps *reg_maps, IWineD3DBaseTexture * const *textures,
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DWORD shader_version)
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{
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DWORD *samplers = reg_maps->samplers;
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@ -2401,8 +2401,6 @@ extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
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extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
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GLuint find_gl_pshader(IWineD3DPixelShaderImpl *shader, const struct ps_compile_args *args);
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void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct ps_compile_args *args);
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void pixelshader_update_samplers(struct shader_reg_maps *reg_maps, IWineD3DBaseTexture * const *textures,
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DWORD shader_version);
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/* sRGB correction constants */
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static const float srgb_cmp = 0.0031308;
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