wined3d: Rename "SHADER_BUFFER" to something sane.
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index f90b5b6..ecc3ee3 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -505,12 +505,14 @@
#define MAX_LABELS 16
#define SHADER_PGMSIZE 65535
-typedef struct SHADER_BUFFER {
- char* buffer;
+
+struct wined3d_shader_buffer
+{
+ char *buffer;
unsigned int bsize;
unsigned int lineNo;
BOOL newline;
-} SHADER_BUFFER;
+};
enum WINED3D_SHADER_INSTRUCTION_HANDLER
{
@@ -659,7 +661,7 @@
{
IWineD3DBaseShader *shader;
const struct shader_reg_maps *reg_maps;
- SHADER_BUFFER *buffer;
+ struct wined3d_shader_buffer *buffer;
void *backend_data;
};
@@ -2548,12 +2550,9 @@
#define PRINTF_ATTR(fmt,args)
#endif
-/* Base Shader utility functions.
- * (may move callers into the same file in the future) */
-extern int shader_addline(
- SHADER_BUFFER* buffer,
- const char* fmt, ...) PRINTF_ATTR(2,3);
-int shader_vaddline(SHADER_BUFFER *buffer, const char *fmt, va_list args);
+/* Base Shader utility functions. */
+int shader_addline(struct wined3d_shader_buffer *buffer, const char *fmt, ...) PRINTF_ATTR(2,3);
+int shader_vaddline(struct wined3d_shader_buffer *buffer, const char *fmt, va_list args);
/* Vertex shader utility functions */
extern BOOL vshader_get_input(
@@ -2601,15 +2600,15 @@
IWineD3DBaseShaderClass baseShader;
} IWineD3DBaseShaderImpl;
-void shader_buffer_clear(struct SHADER_BUFFER *buffer);
-void shader_buffer_init(struct SHADER_BUFFER *buffer);
-void shader_buffer_free(struct SHADER_BUFFER *buffer);
+void shader_buffer_clear(struct wined3d_shader_buffer *buffer);
+void shader_buffer_init(struct wined3d_shader_buffer *buffer);
+void shader_buffer_free(struct wined3d_shader_buffer *buffer);
void shader_cleanup(IWineD3DBaseShader *iface);
void shader_dump_src_param(const struct wined3d_shader_src_param *param,
const struct wined3d_shader_version *shader_version);
void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
const struct wined3d_shader_version *shader_version);
-void shader_generate_main(IWineD3DBaseShader *iface, SHADER_BUFFER *buffer,
+void shader_generate_main(IWineD3DBaseShader *iface, struct wined3d_shader_buffer *buffer,
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,