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wined3d: Only warn about using Lod sample functions in fragment shaders is ARB_shader_texture_lod isn't supported.
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@ -2769,6 +2769,7 @@ static void shader_glsl_texldl(const struct wined3d_shader_instruction *ins)
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{
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IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
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IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
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const struct wined3d_gl_info *gl_info = &deviceImpl->adapter->gl_info;
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glsl_sample_function_t sample_function;
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glsl_src_param_t coord_param, lod_param;
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DWORD sample_flags = WINED3D_GLSL_SAMPLE_LOD;
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@ -2787,7 +2788,8 @@ static void shader_glsl_texldl(const struct wined3d_shader_instruction *ins)
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shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &lod_param);
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if (shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
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if (!gl_info->supported[ARB_SHADER_TEXTURE_LOD]
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&& shader_is_pshader_version(ins->ctx->reg_maps->shader_version.type))
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{
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/* The GLSL spec claims the Lod sampling functions are only supported in vertex shaders.
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* However, they seem to work just fine in fragment shaders as well. */
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