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wined3d: Simplify shader_glsl_color_correction().
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@ -1437,11 +1437,11 @@ static void shader_glsl_append_fixup_arg(char *arguments, const char *reg_name,
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static void shader_glsl_color_correction(const struct wined3d_shader_instruction *ins, struct color_fixup_desc fixup)
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{
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struct wined3d_shader_dst_param dst;
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unsigned int mask_size, remaining;
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glsl_dst_param_t dst_param;
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char arguments[256];
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DWORD mask;
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BOOL dummy;
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mask = 0;
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if (fixup.x_sign_fixup || fixup.x_source != CHANNEL_SOURCE_X) mask |= WINED3DSP_WRITEMASK_0;
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@ -1461,11 +1461,10 @@ static void shader_glsl_color_correction(const struct wined3d_shader_instruction
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mask_size = shader_glsl_get_write_mask_size(mask);
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dst_param.mask_str[0] = '\0';
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shader_glsl_get_write_mask(mask, dst_param.mask_str);
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dst_param.reg_name[0] = '\0';
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shader_glsl_get_register_name(ins->dst[0].token, ins->dst[0].addr_token, dst_param.reg_name, &dummy, ins);
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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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remaining = mask_size;
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