wined3d: Rewrite shader_glsl_sincos() to properly take the write mask into account.
The write mask can only be one of .x, .y, .xy
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dc0d2a27f1
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@ -821,7 +821,6 @@ static DWORD shader_glsl_add_dst_param(SHADER_OPCODE_ARG* arg, const DWORD param
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return mask;
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}
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#if 0
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/* Append the destination part of the instruction to the buffer, return the effective write mask */
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static DWORD shader_glsl_append_dst(SHADER_BUFFER *buffer, SHADER_OPCODE_ARG *arg) {
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char reg_name[50], write_mask[6], reg_str[100];
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@ -834,7 +833,6 @@ static DWORD shader_glsl_append_dst(SHADER_BUFFER *buffer, SHADER_OPCODE_ARG *ar
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return mask;
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}
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#endif
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/** Process GLSL instruction modifiers */
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void shader_glsl_add_instruction_modifiers(SHADER_OPCODE_ARG* arg) {
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@ -1306,16 +1304,31 @@ void shader_glsl_dst(SHADER_OPCODE_ARG* arg) {
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* dst.w = dst.w
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*/
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void shader_glsl_sincos(SHADER_OPCODE_ARG* arg) {
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char dst_str[100], src0_str[100];
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char dst_reg[50], src0_reg[50];
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char dst_mask[6], src0_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], src0_reg, src0_mask, src0_str);
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char src0_str[100];
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char src0_reg[50];
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char src0_mask[6];
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DWORD write_mask;
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shader_addline(arg->buffer, "%s = vec4(cos(%s), sin(%s), %s.z, %s.w)%s;\n",
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dst_str, src0_str, src0_str, dst_reg, dst_reg, dst_mask);
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write_mask = shader_glsl_append_dst(arg->buffer, arg);
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shader_glsl_add_src_param(arg, arg->src[0], arg->src_addr[0], WINED3DSP_WRITEMASK_0, src0_reg, src0_mask, src0_str);
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switch (write_mask) {
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case WINED3DSP_WRITEMASK_0:
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shader_addline(arg->buffer, "cos(%s));\n", src0_str);
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break;
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case WINED3DSP_WRITEMASK_1:
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shader_addline(arg->buffer, "sin(%s));\n", src0_str);
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break;
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case (WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1):
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shader_addline(arg->buffer, "vec2(cos(%s), sin(%s)));\n", src0_str, src0_str);
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break;
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default:
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ERR("Write mask should be .x, .y or .xy\n");
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break;
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}
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}
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/** Process the WINED3DSIO_LOOP instruction in GLSL:
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