wined3d: Tidy up shader_hw_rsq_rcp.
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da47f68522
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@ -1553,12 +1553,11 @@ static void shader_hw_mnxn(const struct wined3d_shader_instruction *ins)
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}
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}
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static void vshader_hw_rsq_rcp(const struct wined3d_shader_instruction *ins)
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static void shader_hw_rsq_rcp(const struct wined3d_shader_instruction *ins)
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{
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SHADER_BUFFER *buffer = ins->ctx->buffer;
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const char *instruction;
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const char *instruction, *sat;
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char tmpLine[256];
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char dst[50];
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char src[50];
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@ -1571,22 +1570,20 @@ static void vshader_hw_rsq_rcp(const struct wined3d_shader_instruction *ins)
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break;
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}
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strcpy(tmpLine, instruction);
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if(ins->dst[0].modifiers & WINED3DSPDM_SATURATE) sat = "_SAT";
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else sat = "";
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shader_arb_get_dst_param(ins, &ins->dst[0], dst); /* Destination */
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strcat(tmpLine, " ");
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strcat(tmpLine, dst);
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strcat(tmpLine, ", ");
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shader_arb_get_src_param(ins, &ins->src[0], 0, src);
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strcat(tmpLine, src);
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if (ins->src[0].swizzle == WINED3DSP_NOSWIZZLE)
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{
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/* Dx sdk says .x is used if no swizzle is given, but our test shows that
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* .w is used
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*/
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strcat(tmpLine, ".w");
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strcat(src, ".w");
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}
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shader_addline(buffer, "%s;\n", tmpLine);
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shader_addline(buffer, "%s%s %s, %s;\n", instruction, sat, dst, src);
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}
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static void shader_hw_nrm(const struct wined3d_shader_instruction *ins)
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@ -2224,10 +2221,10 @@ static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABL
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/* WINED3DSIH_NRM */ shader_hw_nrm,
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/* WINED3DSIH_PHASE */ NULL,
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/* WINED3DSIH_POW */ shader_hw_map2gl,
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/* WINED3DSIH_RCP */ vshader_hw_rsq_rcp,
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/* WINED3DSIH_RCP */ shader_hw_rsq_rcp,
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/* WINED3DSIH_REP */ NULL,
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/* WINED3DSIH_RET */ NULL,
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/* WINED3DSIH_RSQ */ vshader_hw_rsq_rcp,
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/* WINED3DSIH_RSQ */ shader_hw_rsq_rcp,
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/* WINED3DSIH_SETP */ NULL,
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/* WINED3DSIH_SGE */ shader_hw_map2gl,
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/* WINED3DSIH_SGN */ NULL,
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