d3d10: Add a D3D10GetPixelShaderProfile() stub.
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@ -12,7 +12,7 @@
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@ stub D3D10GetInputAndOutputSignatureBlob
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@ stub D3D10GetInputSignatureBlob
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@ stub D3D10GetOutputSignatureBlob
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@ stub D3D10GetPixelShaderProfile
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@ stdcall D3D10GetPixelShaderProfile(ptr)
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@ stub D3D10GetShaderDebugInfo
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@ stub D3D10GetVersion
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@ stdcall D3D10GetVertexShaderProfile(ptr)
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@ -255,3 +255,10 @@ LPCSTR WINAPI D3D10GetGeometryShaderProfile(ID3D10Device *device)
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return "gs_4_0";
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}
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LPCSTR WINAPI D3D10GetPixelShaderProfile(ID3D10Device *device)
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{
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FIXME("device %p stub!\n", device);
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return "ps_4_0";
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}
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@ -132,5 +132,6 @@ typedef struct _D3D10_SIGNATURE_PARAMETER_DESC
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LPCSTR WINAPI D3D10GetVertexShaderProfile(ID3D10Device *device);
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LPCSTR WINAPI D3D10GetGeometryShaderProfile(ID3D10Device *device);
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LPCSTR WINAPI D3D10GetPixelShaderProfile(ID3D10Device *device);
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#endif /* __WINE_D3D10SHADER_H */
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