wined3d: Rename vertex shader constants.
From const%lu to C%lu for consistency (to match pshaders).
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@ -671,7 +671,7 @@ inline static void vshader_program_add_param(IWineD3DVertexShaderImpl *This, con
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if (param & D3DVS_ADDRMODE_RELATIVE) {
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if (param & D3DVS_ADDRMODE_RELATIVE) {
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FIXME("Relative addressing not expected for a named constant %lu\n", reg);
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FIXME("Relative addressing not expected for a named constant %lu\n", reg);
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}
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}
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sprintf(tmpReg, "const%lu", reg);
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sprintf(tmpReg, "C%lu", reg);
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} else {
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} else {
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sprintf(tmpReg, "C[%s%lu]", (param & D3DVS_ADDRMODE_RELATIVE) ? "A0.x + " : "", reg);
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sprintf(tmpReg, "C[%s%lu]", (param & D3DVS_ADDRMODE_RELATIVE) ? "A0.x + " : "", reg);
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}
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}
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@ -986,7 +986,7 @@ void vshader_hw_def(SHADER_OPCODE_ARG* arg) {
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DWORD reg = arg->dst;
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DWORD reg = arg->dst;
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shader_addline(buffer,
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shader_addline(buffer,
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"PARAM const%lu = { %f, %f, %f, %f };\n", reg & 0xFF,
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"PARAM C%lu = { %f, %f, %f, %f };\n", reg & 0xFF,
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*((const float *)(arg->src + 0)),
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*((const float *)(arg->src + 0)),
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*((const float *)(arg->src + 1)),
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*((const float *)(arg->src + 1)),
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*((const float *)(arg->src + 2)),
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*((const float *)(arg->src + 2)),
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