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

Henri Verbeet hverbeet at codeweavers.com
Tue Mar 10 03:19:03 CDT 2009


shader_glsl_gen_sample_code() already takes care of adding the destination.
---
 dlls/wined3d/glsl_shader.c |    2 --
 1 files changed, 0 insertions(+), 2 deletions(-)

diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 88c78d2..4f9fc2a 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -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] &&
-- 
1.6.0.6



--------------040907070105090201030808--



More information about the wine-patches mailing list