wined3d: Implement more GLSL instructions and a little cleanup.

- Implement D3DSIO_DP2ADD, D3DSIO_TEXKILL, D3DSIO_TEXM3X3PAD
- Partially implement D3DSIO_TEXBEM, D3DSIO_TEXM3X3VSPEC (as much as
  they are implemented in ARB_fragment_program at least).
- Stop copying the SHADER_PARSE_STATE struct in each ARB shader
  routine - use a pointer instead.
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index fd51dcf..cbb92f5 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -1411,6 +1411,11 @@
 extern void pshader_glsl_texcoord(SHADER_OPCODE_ARG* arg);
 extern void pshader_glsl_texm3x2pad(SHADER_OPCODE_ARG* arg);
 extern void pshader_glsl_texm3x2tex(SHADER_OPCODE_ARG* arg);
+extern void pshader_glsl_texm3x3pad(SHADER_OPCODE_ARG* arg);
+extern void pshader_glsl_texm3x3vspec(SHADER_OPCODE_ARG* arg);
+extern void pshader_glsl_texkill(SHADER_OPCODE_ARG* arg);
+extern void pshader_glsl_texbem(SHADER_OPCODE_ARG* arg);
+extern void pshader_glsl_dp2add(SHADER_OPCODE_ARG* arg);
 extern void pshader_glsl_input_pack(
    SHADER_BUFFER* buffer,
    DWORD* semantics_out);