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wined3d: Pass implementation pointers to get_glsl_program_entry().
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@ -3703,13 +3703,14 @@ static void add_glsl_program_entry(struct shader_glsl_priv *priv, struct glsl_sh
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}
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static struct glsl_shader_prog_link *get_glsl_program_entry(struct shader_glsl_priv *priv,
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IWineD3DVertexShader *vshader, IWineD3DPixelShader *pshader, struct vs_compile_args *vs_args,
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struct ps_compile_args *ps_args) {
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IWineD3DVertexShaderImpl *vshader, IWineD3DPixelShaderImpl *pshader,
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struct vs_compile_args *vs_args, struct ps_compile_args *ps_args)
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{
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struct wine_rb_entry *entry;
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glsl_program_key_t key;
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key.vshader = (IWineD3DVertexShaderImpl *)vshader;
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key.pshader = (IWineD3DPixelShaderImpl *)pshader;
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key.vshader = vshader;
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key.pshader = pshader;
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key.vs_args = *vs_args;
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key.ps_args = *ps_args;
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@ -4302,8 +4303,7 @@ static void set_glsl_shader_program(const struct wined3d_context *context,
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if (vshader) find_vs_compile_args(state, vshader, &vs_compile_args);
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if (pshader) find_ps_compile_args(state, pshader, &ps_compile_args);
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entry = get_glsl_program_entry(priv, (IWineD3DVertexShader *)vshader, (IWineD3DPixelShader *)pshader,
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&vs_compile_args, &ps_compile_args);
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entry = get_glsl_program_entry(priv, vshader, pshader, &vs_compile_args, &ps_compile_args);
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if (entry)
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{
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priv->glsl_program = entry;
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