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wined3d: Implement DSX in ARB.
DSY is not that easy because we have to deal with the inverted coordinate system in onscreen(!) rendering - see GLSL dsy.
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@ -1039,6 +1039,7 @@ static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins)
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case WINED3DSIH_SUB: instruction = "SUB"; break;
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case WINED3DSIH_SUB: instruction = "SUB"; break;
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case WINED3DSIH_MOVA:instruction = "ARR"; break;
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case WINED3DSIH_MOVA:instruction = "ARR"; break;
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case WINED3DSIH_SGN: instruction = "SSG"; break;
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case WINED3DSIH_SGN: instruction = "SSG"; break;
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case WINED3DSIH_DSX: instruction = "DDX"; break;
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default: instruction = "";
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default: instruction = "";
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FIXME("Unhandled opcode %#x\n", ins->handler_idx);
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FIXME("Unhandled opcode %#x\n", ins->handler_idx);
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break;
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break;
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@ -2354,7 +2355,7 @@ static const SHADER_HANDLER shader_arb_instruction_handler_table[WINED3DSIH_TABL
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/* WINED3DSIH_DP3 */ shader_hw_map2gl,
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/* WINED3DSIH_DP3 */ shader_hw_map2gl,
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/* WINED3DSIH_DP4 */ shader_hw_map2gl,
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/* WINED3DSIH_DP4 */ shader_hw_map2gl,
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/* WINED3DSIH_DST */ shader_hw_map2gl,
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/* WINED3DSIH_DST */ shader_hw_map2gl,
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/* WINED3DSIH_DSX */ NULL,
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/* WINED3DSIH_DSX */ shader_hw_map2gl,
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/* WINED3DSIH_DSY */ NULL,
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/* WINED3DSIH_DSY */ NULL,
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/* WINED3DSIH_ELSE */ NULL,
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/* WINED3DSIH_ELSE */ NULL,
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/* WINED3DSIH_ENDIF */ NULL,
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/* WINED3DSIH_ENDIF */ NULL,
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