wined3d: Get rid of IWineD3DPixelShaderImpl_GenerateShader.
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2aa7a7fe16
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@ -296,20 +296,6 @@ static void pshader_set_limits(
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}
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}
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/** Generate a pixel shader string using either GL_FRAGMENT_PROGRAM_ARB
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or GLSL and send it to the card */
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static inline GLuint IWineD3DPixelShaderImpl_GenerateShader(
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IWineD3DPixelShaderImpl *This) {
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SHADER_BUFFER buffer;
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GLuint shader;
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shader_buffer_init(&buffer);
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shader = ((IWineD3DDeviceImpl *)This->baseShader.device)->shader_backend->shader_generate_pshader((IWineD3DPixelShader *)This, &buffer);
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shader_buffer_free(&buffer);
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return shader;
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}
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static HRESULT WINAPI IWineD3DPixelShaderImpl_SetFunction(IWineD3DPixelShader *iface, CONST DWORD *pFunction) {
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IWineD3DPixelShaderImpl *This =(IWineD3DPixelShaderImpl *)iface;
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@ -436,6 +422,7 @@ static GLuint pixelshader_compile(IWineD3DPixelShaderImpl *This, const struct ps
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{
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CONST DWORD *function = This->baseShader.function;
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GLuint retval;
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SHADER_BUFFER buffer;
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TRACE("(%p) : function %p\n", This, function);
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@ -447,7 +434,9 @@ static GLuint pixelshader_compile(IWineD3DPixelShaderImpl *This, const struct ps
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/* Generate the HW shader */
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TRACE("(%p) : Generating hardware program\n", This);
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retval = IWineD3DPixelShaderImpl_GenerateShader(This);
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shader_buffer_init(&buffer);
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retval = ((IWineD3DDeviceImpl *)This->baseShader.device)->shader_backend->shader_generate_pshader((IWineD3DPixelShader *)This, &buffer);
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shader_buffer_free(&buffer);
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This->baseShader.is_compiled = TRUE;
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