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wined3d: Use gl_info from the wined3d_shader_context in shader_hw_sample().
For simplicity. Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -1416,9 +1416,6 @@ static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD
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struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
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const char *mod;
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BOOL pshader = shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type);
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const struct wined3d_shader *shader;
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const struct wined3d_device *device;
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const struct wined3d_gl_info *gl_info;
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const char *tex_dst = dst_str;
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struct color_fixup_masks masks;
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@ -1432,12 +1429,8 @@ static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD
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break;
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case WINED3D_SHADER_RESOURCE_TEXTURE_2D:
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shader = ins->ctx->shader;
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device = shader->device;
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gl_info = &device->adapter->gl_info;
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if (pshader && priv->cur_ps_args->super.np2_fixup & (1u << sampler_idx)
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&& gl_info->supported[ARB_TEXTURE_RECTANGLE])
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&& ins->ctx->gl_info->supported[ARB_TEXTURE_RECTANGLE])
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tex_type = "RECT";
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else
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tex_type = "2D";
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