Documentation tweaks to make winapi_check happy.
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@ -2364,18 +2364,24 @@ HRESULT WINAPI IDirect3DPixelShaderImpl_GetConstantF(IDirect3DPixelShaderImpl* T
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/***********************************************************************
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* ValidateVertexShader (D3D8.@)
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*
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* PARAMS
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* toto result?
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*/
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BOOL WINAPI ValidateVertexShader(LPVOID pFunction, int param1, int param2, LPVOID toto/* result? */) {
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BOOL WINAPI ValidateVertexShader(LPVOID pFunction, int param1, int param2, LPVOID toto)
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{
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FIXME("(void): stub: pFunction %p, param1 %d, param2 %d, result? %p\n", pFunction, param1, param2, toto);
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return 0;
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}
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/***********************************************************************
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* * ValidatePixelShader (D3D8.@)
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* */
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BOOL WINAPI ValidatePixelShader(LPVOID pFunction, int param1, int param2, LPVOID toto/* result? */) {
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* ValidatePixelShader (D3D8.@)
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*
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* PARAMS
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* toto result?
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*/
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BOOL WINAPI ValidatePixelShader(LPVOID pFunction, int param1, int param2, LPVOID toto)
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{
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FIXME("(void): stub: pFunction %p, param1 %d, param2 %d, result? %p\n", pFunction, param1, param2, toto);
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return TRUE;
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}
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@ -72,16 +72,24 @@ BOOL WINAPI DllMain(HINSTANCE hInstDLL, DWORD fdwReason, LPVOID lpv) {
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/***********************************************************************
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* ValidateVertexShader (D3D9.@)
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*
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* PARAMS
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* toto result?
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*/
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BOOL WINAPI ValidateVertexShader(LPVOID pFunction, int param1, int param2, LPVOID toto/* result? */) {
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BOOL WINAPI ValidateVertexShader(LPVOID pFunction, int param1, int param2, LPVOID toto)
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{
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FIXME("(void): stub: %p %d %d %p\n", pFunction, param1, param2, toto);
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return TRUE;
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}
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/***********************************************************************
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* ValidatePixelShader (D3D9.@)
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*
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* PARAMS
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* toto result?
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*/
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BOOL WINAPI ValidatePixelShader(LPVOID pFunction, int param1, int param2, LPVOID toto/* result?*/) {
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BOOL WINAPI ValidatePixelShader(LPVOID pFunction, int param1, int param2, LPVOID toto)
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{
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FIXME("(void): stub: %p %d %d %p\n", pFunction, param1, param2, toto);
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return TRUE;
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}
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