wined3d: Use strings for shader input/output semantics.
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index b68dc60..f136dd8 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -2584,9 +2584,10 @@
const shader_reg_maps *reg_maps, const DWORD *pFunction, void *backend_ctx);
HRESULT shader_get_registers_used(IWineD3DBaseShader *iface, const struct wined3d_shader_frontend *fe,
struct shader_reg_maps *reg_maps, struct wined3d_shader_attribute *attributes,
- struct wined3d_shader_semantic *semantics_in, struct wined3d_shader_semantic *semantics_out,
- const DWORD *byte_code, DWORD constf_size);
+ struct wined3d_shader_signature_element *input_signature,
+ struct wined3d_shader_signature_element *output_signature, const DWORD *byte_code, DWORD constf_size);
void shader_init(struct IWineD3DBaseShaderClass *shader, IWineD3DDevice *device);
+BOOL shader_match_semantic(const char *semantic_name, WINED3DDECLUSAGE usage);
const struct wined3d_shader_frontend *shader_select_frontend(DWORD version_token);
void shader_trace_init(const struct wined3d_shader_frontend *fe, void *fe_data, const DWORD *pFunction);
@@ -2679,7 +2680,7 @@
/* Vertex shader input and output semantics */
struct wined3d_shader_attribute attributes[MAX_ATTRIBS];
- struct wined3d_shader_semantic semantics_out[MAX_REG_OUTPUT];
+ struct wined3d_shader_signature_element output_signature[MAX_REG_OUTPUT];
UINT min_rel_offset, max_rel_offset;
UINT rel_offset;
@@ -2712,7 +2713,7 @@
IUnknown *parent;
/* Pixel shader input semantics */
- struct wined3d_shader_semantic semantics_in[MAX_REG_INPUT];
+ struct wined3d_shader_signature_element input_signature[MAX_REG_INPUT];
DWORD input_reg_map[MAX_REG_INPUT];
BOOL input_reg_used[MAX_REG_INPUT];
int declared_in_count;