wined3d: Get rid of the "token" field from struct wined3d_shader_dst_param.
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@ -1634,7 +1634,6 @@ static void shader_hw_mnxn(const struct wined3d_shader_instruction *ins)
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tmp_dst = ins->dst[0];
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for (i = 0; i < nComponents; i++) {
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tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
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tmp_dst.token = (tmp_dst.token & ~WINED3DSP_WRITEMASK_ALL) | tmp_dst.write_mask;
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tmp_ins.src[1] = ins->src[1]+i;
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shader_hw_map2gl(&tmp_ins);
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}
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@ -221,7 +221,6 @@ static void shader_parse_dst_param(DWORD param, DWORD addr_param, struct wined3d
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dst->modifiers = param & WINED3DSP_DSTMOD_MASK;
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dst->shift = (param & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
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dst->has_rel_addr = param & WINED3DSHADER_ADDRMODE_RELATIVE;
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dst->token = param;
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dst->addr_token = addr_param;
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}
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@ -1505,7 +1505,6 @@ static void shader_glsl_color_correction(const struct wined3d_shader_instruction
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dst = ins->dst[0];
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dst.write_mask = mask;
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dst.token = (dst.token & ~WINED3DSP_WRITEMASK_ALL) | dst.write_mask;
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shader_glsl_add_dst_param(ins, &dst, &dst_param);
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arguments[0] = '\0';
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@ -1976,9 +1975,7 @@ static void shader_glsl_cmp(const struct wined3d_shader_instruction *ins)
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cmp_channel = WINED3DSP_WRITEMASK_0 << j;
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}
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}
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dst.write_mask = dst_mask & write_mask;
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dst.token = (dst.token & ~WINED3DSP_WRITEMASK_ALL) | dst.write_mask;
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/* Splitting the cmp instruction up in multiple lines imposes a problem:
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* The first lines may overwrite source parameters of the following lines.
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@ -2059,7 +2056,6 @@ static void shader_glsl_cnd(const struct wined3d_shader_instruction *ins)
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}
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dst.write_mask = dst_mask & write_mask;
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dst.token = (dst.token & ~WINED3DSP_WRITEMASK_ALL) | dst.write_mask;
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write_mask = shader_glsl_append_dst_ext(ins->buffer, ins, &dst);
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if (!write_mask) continue;
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@ -2140,7 +2136,6 @@ static void shader_glsl_mnxn(const struct wined3d_shader_instruction *ins)
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for (i = 0; i < nComponents; ++i)
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{
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tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
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tmp_dst.token = (tmp_dst.token & ~WINED3DSP_WRITEMASK_ALL) | tmp_dst.write_mask;
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tmp_ins.src[1] = ins->src[1] + i;
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shader_glsl_dot(&tmp_ins);
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}
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@ -174,10 +174,6 @@ static void vshader_set_input(
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unsigned int regnum,
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BYTE usage, BYTE usage_idx) {
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/* Fake register; set reserved bit, regnum, type: input, wmask: all */
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DWORD reg_token = (0x1 << 31) |
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WINED3DSP_WRITEMASK_ALL | (WINED3DSPR_INPUT << WINED3DSP_REGTYPE_SHIFT) | regnum;
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This->semantics_in[regnum].usage = usage;
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This->semantics_in[regnum].usage_idx = usage_idx;
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This->semantics_in[regnum].reg.register_type = WINED3DSPR_INPUT;
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@ -186,7 +182,6 @@ static void vshader_set_input(
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This->semantics_in[regnum].reg.modifiers = 0;
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This->semantics_in[regnum].reg.shift = 0;
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This->semantics_in[regnum].reg.has_rel_addr = FALSE;
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This->semantics_in[regnum].reg.token = reg_token;
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This->semantics_in[regnum].reg.addr_token = 0;
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}
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@ -452,7 +452,6 @@ struct wined3d_shader_dst_param
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DWORD modifiers;
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DWORD shift;
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BOOL has_rel_addr;
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DWORD token;
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DWORD addr_token;
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};
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