wined3d: Remove unneeded address-of operators from function names.
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5806e4b504
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@ -2098,20 +2098,20 @@ static void shader_arb_fragment_enable(IWineD3DDevice *iface, BOOL enable) {
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}
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const shader_backend_t arb_program_shader_backend = {
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&shader_arb_select,
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&shader_arb_select_depth_blt,
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&shader_arb_destroy_depth_blt,
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&shader_arb_load_constants,
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&shader_arb_cleanup,
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&shader_arb_color_correction,
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&shader_arb_destroy,
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&shader_arb_alloc,
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&shader_arb_free,
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&shader_arb_dirty_const,
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&shader_arb_generate_pshader,
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&shader_arb_generate_vshader,
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&shader_arb_get_caps,
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&shader_arb_load_init,
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&shader_arb_fragment_enable,
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shader_arb_select,
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shader_arb_select_depth_blt,
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shader_arb_destroy_depth_blt,
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shader_arb_load_constants,
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shader_arb_cleanup,
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shader_arb_color_correction,
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shader_arb_destroy,
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shader_arb_alloc,
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shader_arb_free,
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shader_arb_dirty_const,
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shader_arb_generate_pshader,
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shader_arb_generate_vshader,
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shader_arb_get_caps,
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shader_arb_load_init,
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shader_arb_fragment_enable,
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FFPStateTable
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};
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@ -1201,21 +1201,21 @@ static void shader_none_fragment_enable(IWineD3DDevice *iface, BOOL enable) {
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#undef GLINFO_LOCATION
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const shader_backend_t none_shader_backend = {
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&shader_none_select,
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&shader_none_select_depth_blt,
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&shader_none_destroy_depth_blt,
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&shader_none_load_constants,
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&shader_none_cleanup,
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&shader_none_color_correction,
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&shader_none_destroy,
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&shader_none_alloc,
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&shader_none_free,
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&shader_none_dirty_const,
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&shader_none_generate_pshader,
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&shader_none_generate_vshader,
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&shader_none_get_caps,
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&shader_none_load_init,
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&shader_none_fragment_enable,
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shader_none_select,
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shader_none_select_depth_blt,
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shader_none_destroy_depth_blt,
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shader_none_load_constants,
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shader_none_cleanup,
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shader_none_color_correction,
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shader_none_destroy,
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shader_none_alloc,
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shader_none_free,
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shader_none_dirty_const,
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shader_none_generate_pshader,
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shader_none_generate_vshader,
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shader_none_get_caps,
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shader_none_load_init,
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shader_none_fragment_enable,
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FFPStateTable
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};
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@ -3473,7 +3473,7 @@ static BOOL glsl_program_key_compare(void *keya, void *keyb) {
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static HRESULT shader_glsl_alloc(IWineD3DDevice *iface) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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This->shader_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_glsl_priv));
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This->glsl_program_lookup = hash_table_create(&glsl_program_key_hash, &glsl_program_key_compare);
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This->glsl_program_lookup = hash_table_create(glsl_program_key_hash, glsl_program_key_compare);
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return WINED3D_OK;
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}
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@ -3693,20 +3693,20 @@ static void shader_glsl_fragment_enable(IWineD3DDevice *iface, BOOL enable) {
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}
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const shader_backend_t glsl_shader_backend = {
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&shader_glsl_select,
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&shader_glsl_select_depth_blt,
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&shader_glsl_destroy_depth_blt,
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&shader_glsl_load_constants,
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&shader_glsl_cleanup,
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&shader_glsl_color_correction,
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&shader_glsl_destroy,
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&shader_glsl_alloc,
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&shader_glsl_free,
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&shader_glsl_dirty_const,
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&shader_glsl_generate_pshader,
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&shader_glsl_generate_vshader,
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&shader_glsl_get_caps,
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&shader_glsl_load_init,
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&shader_glsl_fragment_enable,
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shader_glsl_select,
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shader_glsl_select_depth_blt,
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shader_glsl_destroy_depth_blt,
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shader_glsl_load_constants,
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shader_glsl_cleanup,
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shader_glsl_color_correction,
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shader_glsl_destroy,
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shader_glsl_alloc,
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shader_glsl_free,
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shader_glsl_dirty_const,
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shader_glsl_generate_pshader,
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shader_glsl_generate_vshader,
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shader_glsl_get_caps,
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shader_glsl_load_init,
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shader_glsl_fragment_enable,
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FFPStateTable
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};
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