wined3d: Add a comment about D3D write masks and GLSL destination swizzles.
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@ -19,6 +19,14 @@
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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/*
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* D3D shader asm has swizzles on source parameters, and write masks for
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* destination parameters. GLSL uses swizzles for both. The result of this is
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* that for example "mov dst.xw, src.zyxw" becomes "dst.xw = src.zw" in GLSL.
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* Ie, to generate a proper GLSL source swizzle, we need to take the D3D write
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* mask for the destination parameter into account.
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*/
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#include "config.h"
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#include <stdio.h>
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#include "wined3d_private.h"
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