d3dx9/shader: Use more proper integer types.
Signed-off-by: Matteo Bruni <mbruni@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -2695,7 +2695,7 @@ static HRESULT get_shader_semantics(const DWORD *byte_code, D3DXSEMANTIC *semant
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D3DDECLUSAGE_FOG,
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D3DDECLUSAGE_PSIZE
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};
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DWORD reg_type, usage, index, version_token = *byte_code;
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uint32_t reg_type, usage, index, version_token = *byte_code;
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BOOL is_ps = version_token >> 16 == 0xffff;
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unsigned int major, minor, i = 0, j;
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BYTE colors = 0, rastout = 0;
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@ -2717,8 +2717,8 @@ static HRESULT get_shader_semantics(const DWORD *byte_code, D3DXSEMANTIC *semant
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{
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if (has_dcl && (*byte_code & 0xffff) == D3DSIO_DCL)
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{
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DWORD usage_token = byte_code[1];
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DWORD reg = byte_code[2];
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uint32_t usage_token = byte_code[1];
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uint32_t reg = byte_code[2];
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reg_type = ((reg & D3DSP_REGTYPE_MASK) >> D3DSP_REGTYPE_SHIFT)
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| ((reg & D3DSP_REGTYPE_MASK2) >> D3DSP_REGTYPE_SHIFT2);
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