d3d8: Header cleanup.
Remove unneeded structures and functions from d3d8_private.h, clean some datatypes up and remove d3dcore_gl.h.
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/*
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* Direct3D gl definitions
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*
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* Copyright 2003-2004 Raphael Junqueira
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* Copyright 2004 Christian Costa
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#ifndef __WINE_D3DCORE_GL_H
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#define __WINE_D3DCORE_GL_H
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/* Routine common to the draw primitive and draw indexed primitive routines */
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void drawPrimitive(LPDIRECT3DDEVICE8 iface,
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int PrimitiveType,
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long NumPrimitives,
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/* for Indexed: */
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long StartVertexIndex,
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long StartIdx,
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short idxBytes,
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const void *idxData,
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int minIndex);
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/*****************************************
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* Structures required to draw primitives
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*/
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typedef struct Direct3DStridedData {
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BYTE *lpData; /* Pointer to start of data */
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DWORD dwStride; /* Stride between occurances of this data */
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DWORD dwType; /* Type (as in D3DVSDT_TYPE) */
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} Direct3DStridedData;
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typedef struct Direct3DVertexStridedData {
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union {
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struct {
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Direct3DStridedData position;
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Direct3DStridedData blendWeights;
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Direct3DStridedData blendMatrixIndices;
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Direct3DStridedData normal;
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Direct3DStridedData pSize;
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Direct3DStridedData diffuse;
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Direct3DStridedData specular;
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Direct3DStridedData texCoords[8];
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} s;
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Direct3DStridedData input[16]; /* Indexed by constants in D3DVSDE_REGISTER */
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} u;
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} Direct3DVertexStridedData;
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#endif /* __WINE_D3DCORE_GL_H */
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