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wined3d: Move the SHADER_OPCODE definition to wined3d_private.h.
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@ -41,17 +41,6 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
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#define PGMSIZE 65535
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#define REGMASK 0x00001FFF
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typedef void (*shader_fct_t)();
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typedef struct SHADER_OPCODE {
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unsigned int opcode;
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const char* name;
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const char* glname;
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CONST UINT num_params;
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shader_fct_t soft_fct;
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DWORD min_version;
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DWORD max_version;
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} SHADER_OPCODE;
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#define GLNAME_REQUIRE_GLSL ((const char *)1)
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/* *******************************************
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@ -78,18 +78,6 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
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/* TODO: Vertex and Pixel shaders are almost identicle, the only exception being the way that some of the data is looked up or the availablity of some of the data i.e. some instructions are only valid for pshaders and some for vshaders
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because of this the bulk of the software pipeline can be shared between pixel and vertex shaders... and it wouldn't supprise me if the programes can be cross compiled using a large body body shared code */
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typedef void (*shader_fct_t)();
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typedef struct SHADER_OPCODE {
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unsigned int opcode;
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const char* name;
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const char* glname;
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CONST UINT num_params;
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shader_fct_t soft_fct;
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DWORD min_version;
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DWORD max_version;
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} SHADER_OPCODE;
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#define GLNAME_REQUIRE_GLSL ((const char *)1)
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/*******************************
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@ -1157,6 +1157,18 @@ enum vsConstantsEnum {
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VS_CONSTANT_FLOAT
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};
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typedef void (*shader_fct_t)();
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typedef struct SHADER_OPCODE {
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unsigned int opcode;
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const char* name;
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const char* glname;
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CONST UINT num_params;
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shader_fct_t soft_fct;
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DWORD min_version;
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DWORD max_version;
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} SHADER_OPCODE;
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/*****************************************************************************
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* IDirect3DVertexShader implementation structure
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*/
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