d3dx9: Avoid some needless casts.
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f7b84fe755
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@ -328,13 +328,13 @@ HRESULT WINAPI D3DXAssembleShaderFromFileW(const WCHAR *filename, const D3DXMACR
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HRESULT WINAPI D3DXAssembleShaderFromResourceA(HMODULE module, const char *resource, const D3DXMACRO *defines,
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ID3DXInclude *include, DWORD flags, ID3DXBuffer **shader, ID3DXBuffer **error_messages)
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{
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void *buffer;
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HRSRC res;
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LPCSTR buffer;
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DWORD len;
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if (!(res = FindResourceA(module, resource, (LPCSTR)RT_RCDATA)))
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return D3DXERR_INVALIDDATA;
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if (FAILED(load_resource_into_memory(module, res, (LPVOID *)&buffer, &len)))
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if (FAILED(load_resource_into_memory(module, res, &buffer, &len)))
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return D3DXERR_INVALIDDATA;
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return D3DXAssembleShader(buffer, len, defines, include, flags,
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shader, error_messages);
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@ -343,13 +343,13 @@ HRESULT WINAPI D3DXAssembleShaderFromResourceA(HMODULE module, const char *resou
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HRESULT WINAPI D3DXAssembleShaderFromResourceW(HMODULE module, const WCHAR *resource, const D3DXMACRO *defines,
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ID3DXInclude *include, DWORD flags, ID3DXBuffer **shader, ID3DXBuffer **error_messages)
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{
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void *buffer;
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HRSRC res;
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LPCSTR buffer;
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DWORD len;
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if (!(res = FindResourceW(module, resource, (LPCWSTR)RT_RCDATA)))
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return D3DXERR_INVALIDDATA;
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if (FAILED(load_resource_into_memory(module, res, (LPVOID *)&buffer, &len)))
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if (FAILED(load_resource_into_memory(module, res, &buffer, &len)))
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return D3DXERR_INVALIDDATA;
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return D3DXAssembleShader(buffer, len, defines, include, flags,
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shader, error_messages);
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@ -448,13 +448,13 @@ HRESULT WINAPI D3DXCompileShaderFromResourceA(HMODULE module, const char *resour
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ID3DXInclude *include, const char *entrypoint, const char *profile, DWORD flags,
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ID3DXBuffer **shader, ID3DXBuffer **error_messages, ID3DXConstantTable **constant_table)
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{
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void *buffer;
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HRSRC res;
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LPCSTR buffer;
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DWORD len;
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if (!(res = FindResourceA(module, resource, (LPCSTR)RT_RCDATA)))
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return D3DXERR_INVALIDDATA;
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if (FAILED(load_resource_into_memory(module, res, (LPVOID *)&buffer, &len)))
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if (FAILED(load_resource_into_memory(module, res, &buffer, &len)))
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return D3DXERR_INVALIDDATA;
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return D3DXCompileShader(buffer, len, defines, include, entrypoint, profile,
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flags, shader, error_messages, constant_table);
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@ -464,13 +464,13 @@ HRESULT WINAPI D3DXCompileShaderFromResourceW(HMODULE module, const WCHAR *resou
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ID3DXInclude *include, const char *entrypoint, const char *profile, DWORD flags,
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ID3DXBuffer **shader, ID3DXBuffer **error_messages, ID3DXConstantTable **constant_table)
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{
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void *buffer;
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HRSRC res;
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LPCSTR buffer;
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DWORD len;
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if (!(res = FindResourceW(module, resource, (LPCWSTR)RT_RCDATA)))
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return D3DXERR_INVALIDDATA;
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if (FAILED(load_resource_into_memory(module, res, (LPVOID *)&buffer, &len)))
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if (FAILED(load_resource_into_memory(module, res, &buffer, &len)))
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return D3DXERR_INVALIDDATA;
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return D3DXCompileShader(buffer, len, defines, include, entrypoint, profile,
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flags, shader, error_messages, constant_table);
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@ -534,13 +534,13 @@ HRESULT WINAPI D3DXPreprocessShaderFromFileW(const WCHAR *filename, const D3DXMA
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HRESULT WINAPI D3DXPreprocessShaderFromResourceA(HMODULE module, const char *resource, const D3DXMACRO *defines,
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ID3DXInclude *include, ID3DXBuffer **shader, ID3DXBuffer **error_messages)
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{
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void *buffer;
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HRSRC res;
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const char *buffer;
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DWORD len;
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if (!(res = FindResourceA(module, resource, (LPCSTR)RT_RCDATA)))
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return D3DXERR_INVALIDDATA;
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if (FAILED(load_resource_into_memory(module, res, (LPVOID *)&buffer, &len)))
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if (FAILED(load_resource_into_memory(module, res, &buffer, &len)))
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return D3DXERR_INVALIDDATA;
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return D3DXPreprocessShader(buffer, len, defines, include,
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shader, error_messages);
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@ -549,13 +549,13 @@ HRESULT WINAPI D3DXPreprocessShaderFromResourceA(HMODULE module, const char *res
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HRESULT WINAPI D3DXPreprocessShaderFromResourceW(HMODULE module, const WCHAR *resource, const D3DXMACRO *defines,
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ID3DXInclude *include, ID3DXBuffer **shader, ID3DXBuffer **error_messages)
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{
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void *buffer;
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HRSRC res;
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const char *buffer;
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DWORD len;
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if (!(res = FindResourceW(module, resource, (const WCHAR *)RT_RCDATA)))
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return D3DXERR_INVALIDDATA;
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if (FAILED(load_resource_into_memory(module, res, (void **)&buffer, &len)))
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if (FAILED(load_resource_into_memory(module, res, &buffer, &len)))
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return D3DXERR_INVALIDDATA;
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return D3DXPreprocessShader(buffer, len, defines, include,
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shader, error_messages);
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