wined3d: Install a varying map.
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c390b6044b
commit
409103f801
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@ -802,9 +802,11 @@ static void shader_glsl_get_register_name(
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glsl_src_param_t rel_param;
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shader_glsl_add_src_param(arg, addr_token, 0, WINED3DSP_WRITEMASK_0, &rel_param);
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sprintf(tmpStr, "IN[%s + %u]", rel_param.param_str, reg);
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sprintf(tmpStr, "IN[%s + %u]", rel_param.param_str,
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((IWineD3DPixelShaderImpl *) This)->input_reg_map[reg]);
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} else {
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sprintf(tmpStr, "IN[%u]", reg);
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sprintf(tmpStr, "IN[%u]",
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((IWineD3DPixelShaderImpl *) This)->input_reg_map[reg]);
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}
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} else {
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if (reg==0)
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@ -2584,28 +2586,28 @@ void pshader_glsl_input_pack(
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case WINED3DDECLUSAGE_TEXCOORD:
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if(usage_idx < 8 && This->vertexprocessing == pretransformed) {
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shader_addline(buffer, "IN[%u]%s = gl_TexCoord[%u]%s;\n",
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i, reg_mask, usage_idx, reg_mask);
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This->input_reg_map[i], reg_mask, usage_idx, reg_mask);
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} else {
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shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
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i, reg_mask, reg_mask);
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This->input_reg_map[i], reg_mask, reg_mask);
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}
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break;
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case WINED3DDECLUSAGE_COLOR:
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if (usage_idx == 0)
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shader_addline(buffer, "IN[%u]%s = vec4(gl_Color)%s;\n",
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i, reg_mask, reg_mask);
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This->input_reg_map[i], reg_mask, reg_mask);
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else if (usage_idx == 1)
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shader_addline(buffer, "IN[%u]%s = vec4(gl_SecondaryColor)%s;\n",
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i, reg_mask, reg_mask);
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This->input_reg_map[i], reg_mask, reg_mask);
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else
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shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
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i, reg_mask, reg_mask);
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This->input_reg_map[i], reg_mask, reg_mask);
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break;
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default:
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shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
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i, reg_mask, reg_mask);
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This->input_reg_map[i], reg_mask, reg_mask);
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}
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}
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}
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@ -2652,7 +2654,7 @@ void delete_glsl_program_entry(IWineD3DDevice *iface, struct glsl_shader_prog_li
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HeapFree(GetProcessHeap(), 0, entry);
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}
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static void handle_ps3_input(SHADER_BUFFER *buffer, semantic *semantics_in, semantic *semantics_out, WineD3D_GL_Info *gl_info) {
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static void handle_ps3_input(SHADER_BUFFER *buffer, semantic *semantics_in, semantic *semantics_out, WineD3D_GL_Info *gl_info, DWORD *map) {
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unsigned int i, j;
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DWORD usage_token, usage_token_out;
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DWORD register_token, register_token_out;
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@ -2662,41 +2664,51 @@ static void handle_ps3_input(SHADER_BUFFER *buffer, semantic *semantics_in, sema
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set = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*set) * (GL_LIMITS(glsl_varyings) / 4));
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for(i = 0; i < min(MAX_REG_INPUT, GL_LIMITS(glsl_varyings) / 4); i++) {
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for(i = 0; i < MAX_REG_INPUT; i++) {
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usage_token = semantics_in[i].usage;
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if (!usage_token) continue;
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if(map[i] >= (GL_LIMITS(glsl_varyings) / 4)) {
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FIXME("More input varyings declared than supported, expect issues\n");
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continue;
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}
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register_token = semantics_in[i].reg;
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usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
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usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
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set[i] = shader_glsl_get_write_mask(register_token, reg_mask);
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set[map[i]] = shader_glsl_get_write_mask(register_token, reg_mask);
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if(!semantics_out) {
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switch(usage) {
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case WINED3DDECLUSAGE_COLOR:
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if (usage_idx == 0)
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shader_addline(buffer, "IN[%u]%s = gl_FrontColor%s;\n", i, reg_mask, reg_mask);
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shader_addline(buffer, "IN[%u]%s = gl_FrontColor%s;\n",
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map[i], reg_mask, reg_mask);
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else if (usage_idx == 1)
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shader_addline(buffer, "IN[%u]%s = gl_FrontSecondaryColor%s;\n", i, reg_mask, reg_mask);
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shader_addline(buffer, "IN[%u]%s = gl_FrontSecondaryColor%s;\n",
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map[i], reg_mask, reg_mask);
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else
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shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n", i, reg_mask, reg_mask);
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shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
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map[i], reg_mask, reg_mask);
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break;
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case WINED3DDECLUSAGE_TEXCOORD:
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if (usage_idx < 8) {
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shader_addline(buffer, "IN[%u]%s = gl_TexCoord[%u]%s;\n",
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i, reg_mask, usage_idx, reg_mask);
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map[i], reg_mask, usage_idx, reg_mask);
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} else {
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shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n", i, reg_mask, reg_mask);
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shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
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map[i], reg_mask, reg_mask);
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}
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break;
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case WINED3DDECLUSAGE_FOG:
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shader_addline(buffer, "IN[%u] = vec4(gl_FogFragCoord, 0.0, 0.0, 0.0)%s;\n", i, reg_mask, reg_mask);
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shader_addline(buffer, "IN[%u]%s = vec4(gl_FogFragCoord, 0.0, 0.0, 0.0)%s;\n",
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map[i], reg_mask, reg_mask);
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break;
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default:
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shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n", i, reg_mask, reg_mask);
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shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
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map[i], reg_mask, reg_mask);
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}
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} else {
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BOOL found = FALSE;
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@ -2711,12 +2723,14 @@ static void handle_ps3_input(SHADER_BUFFER *buffer, semantic *semantics_in, sema
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if(usage == usage_out &&
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usage_idx == usage_idx_out) {
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shader_addline(buffer, "IN[%u]%s = OUT[%u]%s;\n", i, reg_mask, j, reg_mask);
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shader_addline(buffer, "IN[%u]%s = OUT[%u]%s;\n",
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map[i], reg_mask, j, reg_mask);
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found = TRUE;
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}
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}
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if(!found) {
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shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n", i, reg_mask, reg_mask);
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shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
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map[i], reg_mask, reg_mask);
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}
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}
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}
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@ -2869,7 +2883,7 @@ static GLhandleARB generate_param_reorder_function(IWineD3DVertexShader *vertexs
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}
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/* Then, fix the pixel shader input */
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handle_ps3_input(&buffer, semantics_in, semantics_out, gl_info);
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handle_ps3_input(&buffer, semantics_in, semantics_out, gl_info, ps->input_reg_map);
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shader_addline(&buffer, "}\n");
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} else if(ps_major >= 3 && vs_major < 3) {
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@ -2881,7 +2895,7 @@ static GLhandleARB generate_param_reorder_function(IWineD3DVertexShader *vertexs
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* point size, but we depend on the optimizers kindness to find out that the pixel shader doesn't
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* read gl_TexCoord and gl_ColorX, otherwise we'll run out of varyings
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*/
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handle_ps3_input(&buffer, semantics_in, NULL, gl_info);
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handle_ps3_input(&buffer, semantics_in, NULL, gl_info, ps->input_reg_map);
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shader_addline(&buffer, "}\n");
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} else {
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ERR("Unexpected vertex and pixel shader version condition: vs: %d, ps: %d\n", vs_major, ps_major);
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@ -543,6 +543,7 @@ static HRESULT WINAPI IWineD3DPixelShaderImpl_SetFunction(IWineD3DPixelShader *i
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if (WINED3DSHADER_VERSION_MAJOR(This->baseShader.hex_version) > 1) {
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shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
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HRESULT hr;
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unsigned int i;
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/* Second pass: figure out which registers are used, what the semantics are, etc.. */
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memset(reg_maps, 0, sizeof(shader_reg_maps));
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@ -550,6 +551,10 @@ static HRESULT WINAPI IWineD3DPixelShaderImpl_SetFunction(IWineD3DPixelShader *i
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This->semantics_in, NULL, pFunction, NULL);
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if (FAILED(hr)) return hr;
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/* FIXME: validate reg_maps against OpenGL */
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for(i = 0; i < MAX_REG_INPUT; i++) {
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This->input_reg_map[i] = i;
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}
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}
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This->baseShader.shader_mode = deviceImpl->ps_selected_mode;
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@ -2083,6 +2083,7 @@ typedef struct IWineD3DPixelShaderImpl {
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/* Pixel shader input semantics */
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semantic semantics_in [MAX_REG_INPUT];
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DWORD input_reg_map[MAX_REG_INPUT];
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/* run time data */
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PSHADERDATA *data;
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