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v2: vkd3d-shader/hlsl: Return an hlsl_ir_node pointer from add_conditional().
vkd3d-shader/hlsl: Return an hlsl_ir_node pointer from hlsl_new_uint_constant().
vkd3d-shader/hlsl: Return an hlsl_ir_node pointer from hlsl_new_swizzle().
vkd3d-shader/hlsl: Return an hlsl_ir_node pointer from hlsl_new_store_index().
vkd3d-shader/hlsl: Return an hlsl_ir_node pointer from hlsl_new_simple_store().
vkd3d-shader/hlsl: Return bool from hlsl_new_store_component().
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/196
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v2: winepulse: Use mmdevapi's ChannelAudioVolume.
wineoss: Use mmdevapi's ChannelAudioVolume.
winecoreaudio: Use mmdevapi's ChannelAudioVolume.
winealsa: Move ChannelAudioVolume into mmdevapi.
https://gitlab.winehq.org/wine/wine/-/merge_requests/2747
From what I can tell, the recent work on SampleBias/SampleLevel did all of the work for us, we just need to take the same framework and include the case for the `sample_l` instruction.
Tested with some shaders from the native Linux version of Little Racers STREET.
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v10: vkd3d-shader/tpf: For sample_l/sample_b, set lod swizzle to SCALAR.
https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/188