wined3d: Rewrite shader_glsl_rcp() to properly take the write mask into account.
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@ -1128,17 +1128,21 @@ void shader_glsl_expp(SHADER_OPCODE_ARG* arg) {
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/** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
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void shader_glsl_rcp(SHADER_OPCODE_ARG* arg) {
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char src_str[100];
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char src_reg[50];
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char src_mask[6];
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DWORD write_mask;
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size_t mask_size;
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char tmpLine[256];
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char dst_str[100], src_str[100];
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char dst_reg[50], src_reg[50];
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char dst_mask[6], src_mask[6];
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shader_glsl_add_dst_param(arg, arg->dst, 0, dst_reg, dst_mask, dst_str);
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shader_glsl_add_src_param_old(arg, arg->src[0], arg->src_addr[0], src_reg, src_mask, src_str);
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shader_glsl_add_dst_old(arg->dst, dst_reg, dst_mask, tmpLine);
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strcat(tmpLine, "1.0 / ");
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shader_addline(arg->buffer, "%s%s)%s;\n", tmpLine, src_str, dst_mask);
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write_mask = shader_glsl_append_dst(arg->buffer, arg);
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mask_size = shader_glsl_get_write_mask_size(write_mask);
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shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, src_reg, src_mask, src_str);
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if (mask_size > 1) {
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shader_addline(arg->buffer, "vec%d(1.0 / %s));\n", mask_size, src_str);
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} else {
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shader_addline(arg->buffer, "1.0 / %s);\n", src_str);
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}
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}
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/** Process signed comparison opcodes in GLSL. */
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