wined3d: Use wined3d_mask_from_size() in shader_glsl_ld_uav().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -5532,7 +5532,7 @@ static void shader_glsl_ld_uav(const struct wined3d_shader_instruction *ins)
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resource_type = WINED3D_SHADER_RESOURCE_TEXTURE_2D;
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}
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data_type = reg_maps->uav_resource_info[uav_idx].data_type;
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coord_mask = (1u << resource_type_info[resource_type].coord_size) - 1;
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coord_mask = wined3d_mask_from_size(resource_type_info[resource_type].coord_size);
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write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &ins->dst[0], 0, data_type);
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shader_glsl_get_swizzle(&ins->src[1], FALSE, write_mask, dst_swizzle);
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