wined3d: Give WINED3DSIO_CRS its own function, properly take the write mask into account.
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 3ff6b26..6b4c42a 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -1616,6 +1616,7 @@
char useVertexShader);
/** The following translate DirectX pixel/vertex shader opcodes to GLSL lines */
+extern void shader_glsl_cross(SHADER_OPCODE_ARG* arg);
extern void shader_glsl_map2gl(SHADER_OPCODE_ARG* arg);
extern void shader_glsl_arith(SHADER_OPCODE_ARG* arg);
extern void shader_glsl_mov(SHADER_OPCODE_ARG* arg);