wined3d: Remove some unused code.
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@ -2308,17 +2308,10 @@ typedef struct IWineD3DVertexShaderImpl {
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attrib_declaration swizzled_attribs [MAX_ATTRIBS];
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UINT num_swizzled_attribs;
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/* run time data... */
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VSHADERDATA *data;
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UINT min_rel_offset, max_rel_offset;
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UINT rel_offset;
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UINT recompile_count;
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#if 0 /* needs reworking */
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/* run time data */
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VSHADERINPUTDATA input;
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VSHADEROUTPUTDATA output;
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#endif
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} IWineD3DVertexShaderImpl;
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extern const SHADER_OPCODE IWineD3DVertexShaderImpl_shader_ins[];
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extern const IWineD3DVertexShaderVtbl IWineD3DVertexShader_Vtbl;
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@ -2354,9 +2347,6 @@ typedef struct IWineD3DPixelShaderImpl {
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BOOL input_reg_used[MAX_REG_INPUT];
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int declared_in_count;
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/* run time data */
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PSHADERDATA *data;
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/* Some information about the shader behavior */
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struct stb_const_desc bumpenvmatconst[MAX_TEXTURES];
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char numbumpenvmatconsts;
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@ -2369,11 +2359,6 @@ typedef struct IWineD3DPixelShaderImpl {
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BOOL render_offscreen;
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UINT height;
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enum vertexprocessing_mode vertexprocessing;
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#if 0 /* needs reworking */
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PSHADERINPUTDATA input;
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PSHADEROUTPUTDATA output;
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#endif
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} IWineD3DPixelShaderImpl;
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extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
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@ -123,83 +123,6 @@ typedef struct _WINED3DLINEPATTERN {
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WORD wLinePattern;
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} WINED3DLINEPATTERN;
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#define WINED3D_VSHADER_MAX_CONSTANTS 96
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#define WINED3D_PSHADER_MAX_CONSTANTS 32
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typedef struct _WINED3DVECTOR_3 {
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float x;
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float y;
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float z;
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} WINED3DVECTOR_3;
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typedef struct _WINED3DVECTOR_4 {
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float x;
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float y;
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float z;
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float w;
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} WINED3DVECTOR_4;
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typedef struct WINED3DSHADERVECTOR {
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float x;
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float y;
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float z;
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float w;
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} WINED3DSHADERVECTOR;
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typedef struct WINED3DSHADERSCALAR {
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float x;
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} WINED3DSHADERSCALAR;
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typedef WINED3DSHADERVECTOR WINEVSHADERCONSTANTS8[WINED3D_VSHADER_MAX_CONSTANTS];
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typedef struct VSHADERDATA {
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/** Run Time Shader Function Constants */
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/*D3DXBUFFER* constants;*/
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WINEVSHADERCONSTANTS8 C;
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/** Shader Code as char ... */
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CONST DWORD* code;
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UINT codeLength;
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} VSHADERDATA;
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/** temporary here waiting for buffer code */
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typedef struct VSHADERINPUTDATA {
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WINED3DSHADERVECTOR V[17];
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} WINEVSHADERINPUTDATA;
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/** temporary here waiting for buffer code */
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typedef struct VSHADEROUTPUTDATA {
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WINED3DSHADERVECTOR oPos;
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WINED3DSHADERVECTOR oD[2];
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WINED3DSHADERVECTOR oT[8];
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WINED3DSHADERVECTOR oFog;
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WINED3DSHADERVECTOR oPts;
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} WINEVSHADEROUTPUTDATA;
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typedef WINED3DSHADERVECTOR WINEPSHADERCONSTANTS8[WINED3D_PSHADER_MAX_CONSTANTS];
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typedef struct PSHADERDATA {
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/** Run Time Shader Function Constants */
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/*D3DXBUFFER* constants;*/
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WINEPSHADERCONSTANTS8 C;
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/** Shader Code as char ... */
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CONST DWORD* code;
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UINT codeLength;
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} PSHADERDATA;
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/** temporary here waiting for buffer code */
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typedef struct PSHADERINPUTDATA {
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WINED3DSHADERVECTOR V[2];
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WINED3DSHADERVECTOR T[8];
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WINED3DSHADERVECTOR S[16];
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/*D3DSHADERVECTOR R[12];*/
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} WINEPSHADERINPUTDATA;
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/** temporary here waiting for buffer code */
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typedef struct PSHADEROUTPUTDATA {
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WINED3DSHADERVECTOR oC[4];
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WINED3DSHADERVECTOR oDepth;
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} WINEPSHADEROUTPUTDATA;
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/*****************************************************************************
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* WineD3D Structures to be used when d3d8 and d3d9 are incompatible
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*/
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