d3d10: Add a D3D10GetVertexShaderProfile() stub.
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@ -15,7 +15,7 @@
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@ stub D3D10GetPixelShaderProfile
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@ stub D3D10GetShaderDebugInfo
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@ stub D3D10GetVersion
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@ stub D3D10GetVertexShaderProfile
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@ stdcall D3D10GetVertexShaderProfile(ptr)
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@ stub D3D10PreprocessShader
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@ stub D3D10ReflectShader
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@ stub D3D10RegisterLayers
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@ -241,3 +241,10 @@ HRESULT WINAPI D3D10CreateEffectFromMemory(void *data, SIZE_T data_size, UINT fl
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return S_OK;
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}
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LPCSTR WINAPI D3D10GetVertexShaderProfile(ID3D10Device *device)
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{
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FIXME("device %p stub!\n", device);
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return "vs_4_0";
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}
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@ -130,4 +130,6 @@ typedef struct _D3D10_SIGNATURE_PARAMETER_DESC
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BYTE ReadWriteMask;
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} D3D10_SIGNATURE_PARAMETER_DESC;
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LPCSTR WINAPI D3D10GetVertexShaderProfile(ID3D10Device *device);
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#endif /* __WINE_D3D10SHADER_H */
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