[PATCH 2/5] wined3d: Rename "SHADER_BUFFER" to something sane.

Henri Verbeet hverbeet at codeweavers.com
Thu Jul 9 02:56:08 CDT 2009


---
 dlls/wined3d/arb_program_shader.c |  140 +++++++++++++++++++------------------
 dlls/wined3d/baseshader.c         |   12 ++--
 dlls/wined3d/glsl_shader.c        |   50 +++++++-------
 dlls/wined3d/wined3d_private.h    |   27 ++++----
 4 files changed, 116 insertions(+), 113 deletions(-)

diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index 16adc71..8c0ad40 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -603,8 +603,8 @@ static DWORD *local_const_mapping(IWineD3DBaseShaderImpl *This)
 
 /* Generate the variable & register declarations for the ARB_vertex_program output target */
 static DWORD shader_generate_arb_declarations(IWineD3DBaseShader *iface, const shader_reg_maps *reg_maps,
-        SHADER_BUFFER *buffer, const WineD3D_GL_Info *gl_info, DWORD *lconst_map, DWORD *num_clipplanes,
-        struct shader_arb_ctx_priv *ctx)
+        struct wined3d_shader_buffer *buffer, const WineD3D_GL_Info *gl_info, DWORD *lconst_map,
+        DWORD *num_clipplanes, struct shader_arb_ctx_priv *ctx)
 {
     IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
     DWORD i, next_local = 0;
@@ -778,7 +778,7 @@ static void shader_arb_get_swizzle(const struct wined3d_shader_src_param *param,
 static void shader_arb_request_a0(const struct wined3d_shader_instruction *ins, const char *src)
 {
     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
-    SHADER_BUFFER *buffer = ins->ctx->buffer;
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
 
     if(strcmp(priv->addr_reg, src) == 0) return;
 
@@ -1082,8 +1082,8 @@ static const char *shader_arb_get_fixup_swizzle(enum fixup_channel_source channe
     }
 }
 
-static void gen_color_correction(SHADER_BUFFER *buffer, const char *reg, DWORD dst_mask,
-                                 const char *one, const char *two, struct color_fixup_desc fixup)
+static void gen_color_correction(struct wined3d_shader_buffer *buffer, const char *reg,
+        DWORD dst_mask, const char *one, const char *two, struct color_fixup_desc fixup)
 {
     DWORD mask;
 
@@ -1179,7 +1179,7 @@ static const char *shader_arb_get_modifier(const struct wined3d_shader_instructi
 static void shader_hw_sample(const struct wined3d_shader_instruction *ins, DWORD sampler_idx,
         const char *dst_str, const char *coord_reg, WORD flags, const char *dsx, const char *dsy)
 {
-    SHADER_BUFFER *buffer = ins->ctx->buffer;
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
     DWORD sampler_type = ins->ctx->reg_maps->sampler_type[sampler_idx];
     const char *tex_type;
     BOOL np2_fixup = FALSE;
@@ -1293,7 +1293,7 @@ static void shader_arb_get_src_param(const struct wined3d_shader_instruction *in
     char regstr[256];
     char swzstr[20];
     int insert_line;
-    SHADER_BUFFER *buffer = ins->ctx->buffer;
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
     struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
 
     /* Assume a new line will be added */
@@ -1372,7 +1372,7 @@ static void shader_arb_get_src_param(const struct wined3d_shader_instruction *in
 static void pshader_hw_bem(const struct wined3d_shader_instruction *ins)
 {
     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
-    SHADER_BUFFER *buffer = ins->ctx->buffer;
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
     char dst_name[50];
     char src_name[2][50];
     DWORD sampler_code = dst->reg.idx;
@@ -1421,7 +1421,7 @@ static DWORD negate_modifiers(DWORD mod, char *extra_char)
 static void pshader_hw_cnd(const struct wined3d_shader_instruction *ins)
 {
     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
-    SHADER_BUFFER *buffer = ins->ctx->buffer;
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
     char dst_name[50];
     char src_name[3][50];
     DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
@@ -1460,7 +1460,7 @@ static void pshader_hw_cnd(const struct wined3d_shader_instruction *ins)
 static void pshader_hw_cmp(const struct wined3d_shader_instruction *ins)
 {
     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
-    SHADER_BUFFER *buffer = ins->ctx->buffer;
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
     char dst_name[50];
     char src_name[3][50];
     BOOL is_color;
@@ -1488,7 +1488,7 @@ static void pshader_hw_cmp(const struct wined3d_shader_instruction *ins)
 static void pshader_hw_dp2add(const struct wined3d_shader_instruction *ins)
 {
     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
-    SHADER_BUFFER *buffer = ins->ctx->buffer;
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
     char dst_name[50];
     char src_name[3][50];
     struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
@@ -1541,7 +1541,7 @@ static void pshader_hw_dp2add(const struct wined3d_shader_instruction *ins)
 /* Map the opcode 1-to-1 to the GL code */
 static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins)
 {
-    SHADER_BUFFER *buffer = ins->ctx->buffer;
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
     const char *instruction;
     char arguments[256], dst_str[50];
     unsigned int i;
@@ -1591,7 +1591,7 @@ static void shader_hw_map2gl(const struct wined3d_shader_instruction *ins)
 
 static void shader_hw_nop(const struct wined3d_shader_instruction *ins)
 {
-    SHADER_BUFFER *buffer = ins->ctx->buffer;
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
     shader_addline(buffer, "NOP;\n");
 }
 
@@ -1601,7 +1601,7 @@ static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
     BOOL pshader = shader_is_pshader_version(shader->baseShader.reg_maps.shader_version.type);
     struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
 
-    SHADER_BUFFER *buffer = ins->ctx->buffer;
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
     char src0_param[256];
 
     if(ins->handler_idx == WINED3DSIH_MOVA) {
@@ -1680,7 +1680,7 @@ static void shader_hw_mov(const struct wined3d_shader_instruction *ins)
 static void pshader_hw_texkill(const struct wined3d_shader_instruction *ins)
 {
     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
-    SHADER_BUFFER *buffer = ins->ctx->buffer;
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
     char reg_dest[40];
 
     /* No swizzles are allowed in d3d's texkill. PS 1.x ignores the 4th component as documented,
@@ -1803,7 +1803,7 @@ static void pshader_hw_tex(const struct wined3d_shader_instruction *ins)
 static void pshader_hw_texcoord(const struct wined3d_shader_instruction *ins)
 {
     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
-    SHADER_BUFFER *buffer = ins->ctx->buffer;
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
     DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
             ins->ctx->reg_maps->shader_version.minor);
     char dst_str[50];
@@ -1825,7 +1825,7 @@ static void pshader_hw_texcoord(const struct wined3d_shader_instruction *ins)
 
 static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction *ins)
 {
-     SHADER_BUFFER *buffer = ins->ctx->buffer;
+     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
      IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
      IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
      DWORD flags;
@@ -1846,7 +1846,7 @@ static void pshader_hw_texreg2ar(const struct wined3d_shader_instruction *ins)
 
 static void pshader_hw_texreg2gb(const struct wined3d_shader_instruction *ins)
 {
-     SHADER_BUFFER *buffer = ins->ctx->buffer;
+     struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
 
      DWORD reg1 = ins->dst[0].reg.idx;
      char dst_str[50];
@@ -1876,7 +1876,7 @@ static void pshader_hw_texbem(const struct wined3d_shader_instruction *ins)
 {
     IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
-    SHADER_BUFFER *buffer = ins->ctx->buffer;
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
     char reg_coord[40], dst_reg[50], src_reg[50];
     DWORD reg_dest_code;
 
@@ -1929,7 +1929,7 @@ static void pshader_hw_texbem(const struct wined3d_shader_instruction *ins)
 static void pshader_hw_texm3x2pad(const struct wined3d_shader_instruction *ins)
 {
     DWORD reg = ins->dst[0].reg.idx;
-    SHADER_BUFFER *buffer = ins->ctx->buffer;
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
     char src0_name[50], dst_name[50];
     BOOL is_color;
     struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
@@ -1949,7 +1949,7 @@ static void pshader_hw_texm3x2tex(const struct wined3d_shader_instruction *ins)
     IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
     DWORD flags;
     DWORD reg = ins->dst[0].reg.idx;
-    SHADER_BUFFER *buffer = ins->ctx->buffer;
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
     char dst_str[50];
     char src0_name[50];
     char dst_reg[50];
@@ -1969,7 +1969,7 @@ static void pshader_hw_texm3x3pad(const struct wined3d_shader_instruction *ins)
 {
     IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
     DWORD reg = ins->dst[0].reg.idx;
-    SHADER_BUFFER *buffer = ins->ctx->buffer;
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
     SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
     char src0_name[50], dst_name[50];
     struct wined3d_shader_register tmp_reg = ins->dst[0].reg;
@@ -1994,7 +1994,7 @@ static void pshader_hw_texm3x3tex(const struct wined3d_shader_instruction *ins)
     IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
     DWORD flags;
     DWORD reg = ins->dst[0].reg.idx;
-    SHADER_BUFFER *buffer = ins->ctx->buffer;
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
     SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
     char dst_str[50];
     char src0_name[50], dst_name[50];
@@ -2017,7 +2017,7 @@ static void pshader_hw_texm3x3vspec(const struct wined3d_shader_instruction *ins
     IWineD3DDeviceImpl* deviceImpl = (IWineD3DDeviceImpl*) This->baseShader.device;
     DWORD flags;
     DWORD reg = ins->dst[0].reg.idx;
-    SHADER_BUFFER *buffer = ins->ctx->buffer;
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
     SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
     char dst_str[50];
     char src0_name[50];
@@ -2060,7 +2060,7 @@ static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction *ins)
     DWORD flags;
     DWORD reg = ins->dst[0].reg.idx;
     SHADER_PARSE_STATE* current_state = &This->baseShader.parse_state;
-    SHADER_BUFFER *buffer = ins->ctx->buffer;
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
     char dst_str[50];
     char src0_name[50];
     char src1_name[50];
@@ -2098,7 +2098,7 @@ static void pshader_hw_texm3x3spec(const struct wined3d_shader_instruction *ins)
 static void pshader_hw_texdepth(const struct wined3d_shader_instruction *ins)
 {
     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
-    SHADER_BUFFER *buffer = ins->ctx->buffer;
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
     char dst_name[50];
 
     /* texdepth has an implicit destination, the fragment depth value. It's only parameter,
@@ -2128,7 +2128,7 @@ static void pshader_hw_texdepth(const struct wined3d_shader_instruction *ins)
  * then perform a 1D texture lookup from stage dstregnum, place into dst. */
 static void pshader_hw_texdp3tex(const struct wined3d_shader_instruction *ins)
 {
-    SHADER_BUFFER *buffer = ins->ctx->buffer;
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
     DWORD sampler_idx = ins->dst[0].reg.idx;
     char src0[50];
     char dst_str[50];
@@ -2148,7 +2148,7 @@ static void pshader_hw_texdp3(const struct wined3d_shader_instruction *ins)
     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
     char src0[50];
     char dst_str[50];
-    SHADER_BUFFER *buffer = ins->ctx->buffer;
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
 
     /* Handle output register */
     shader_arb_get_dst_param(ins, dst, dst_str);
@@ -2161,7 +2161,7 @@ static void pshader_hw_texdp3(const struct wined3d_shader_instruction *ins)
 static void pshader_hw_texm3x3(const struct wined3d_shader_instruction *ins)
 {
     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
-    SHADER_BUFFER *buffer = ins->ctx->buffer;
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
     char dst_str[50], dst_name[50];
     char src0[50];
     BOOL is_color;
@@ -2180,7 +2180,7 @@ static void pshader_hw_texm3x3(const struct wined3d_shader_instruction *ins)
  */
 static void pshader_hw_texm3x2depth(const struct wined3d_shader_instruction *ins)
 {
-    SHADER_BUFFER *buffer = ins->ctx->buffer;
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
     char src0[50], dst_name[50];
     BOOL is_color;
@@ -2257,7 +2257,7 @@ static void shader_hw_mnxn(const struct wined3d_shader_instruction *ins)
 
 static void shader_hw_rsq_rcp(const struct wined3d_shader_instruction *ins)
 {
-    SHADER_BUFFER *buffer = ins->ctx->buffer;
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
     const char *instruction;
 
     char dst[50];
@@ -2287,7 +2287,7 @@ static void shader_hw_rsq_rcp(const struct wined3d_shader_instruction *ins)
 
 static void shader_hw_nrm(const struct wined3d_shader_instruction *ins)
 {
-    SHADER_BUFFER *buffer = ins->ctx->buffer;
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
     char dst_name[50];
     char src_name[50];
     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
@@ -2312,7 +2312,7 @@ static void shader_hw_nrm(const struct wined3d_shader_instruction *ins)
 
 static void shader_hw_lrp(const struct wined3d_shader_instruction *ins)
 {
-    SHADER_BUFFER *buffer = ins->ctx->buffer;
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
     char dst_name[50];
     char src_name[3][50];
 
@@ -2338,7 +2338,7 @@ static void shader_hw_sincos(const struct wined3d_shader_instruction *ins)
      * must contain fixed constants. So we need a separate function to filter those constants and
      * can't use map2gl
      */
-    SHADER_BUFFER *buffer = ins->ctx->buffer;
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
     const struct wined3d_shader_dst_param *dst = &ins->dst[0];
     char dst_name[50];
@@ -2441,7 +2441,7 @@ static void shader_hw_sincos(const struct wined3d_shader_instruction *ins)
 
 static void shader_hw_sgn(const struct wined3d_shader_instruction *ins)
 {
-    SHADER_BUFFER *buffer = ins->ctx->buffer;
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
     char dst_name[50];
     char src_name[50];
     struct shader_arb_ctx_priv *ctx = ins->ctx->backend_data;
@@ -2483,7 +2483,7 @@ static void shader_hw_sgn(const struct wined3d_shader_instruction *ins)
 
 static void shader_hw_dsy(const struct wined3d_shader_instruction *ins)
 {
-    SHADER_BUFFER *buffer = ins->ctx->buffer;
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
     char src[50];
     char dst[50];
     char dst_name[50];
@@ -2523,7 +2523,7 @@ static DWORD abs_modifier(DWORD mod, BOOL *need_abs)
 
 static void shader_hw_log_pow(const struct wined3d_shader_instruction *ins)
 {
-    SHADER_BUFFER *buffer = ins->ctx->buffer;
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
     char src0[50], src1[50], dst[50];
     struct wined3d_shader_src_param src0_copy = ins->src[0];
     BOOL need_abs = FALSE;
@@ -2571,7 +2571,7 @@ static void shader_hw_log_pow(const struct wined3d_shader_instruction *ins)
 
 static void shader_hw_loop(const struct wined3d_shader_instruction *ins)
 {
-    SHADER_BUFFER *buffer = ins->ctx->buffer;
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
     char src_name[50];
     BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
 
@@ -2598,7 +2598,7 @@ static void shader_hw_loop(const struct wined3d_shader_instruction *ins)
 
 static void shader_hw_rep(const struct wined3d_shader_instruction *ins)
 {
-    SHADER_BUFFER *buffer = ins->ctx->buffer;
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
     char src_name[50];
     BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
 
@@ -2625,7 +2625,7 @@ static void shader_hw_rep(const struct wined3d_shader_instruction *ins)
 
 static void shader_hw_endloop(const struct wined3d_shader_instruction *ins)
 {
-    SHADER_BUFFER *buffer = ins->ctx->buffer;
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
     BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
 
     if(vshader)
@@ -2648,7 +2648,7 @@ static void shader_hw_endloop(const struct wined3d_shader_instruction *ins)
 
 static void shader_hw_endrep(const struct wined3d_shader_instruction *ins)
 {
-    SHADER_BUFFER *buffer = ins->ctx->buffer;
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
     BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
 
     if(vshader)
@@ -2683,7 +2683,7 @@ static const struct control_frame *find_last_loop(const struct shader_arb_ctx_pr
 
 static void shader_hw_break(const struct wined3d_shader_instruction *ins)
 {
-    SHADER_BUFFER *buffer = ins->ctx->buffer;
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
     const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
     BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
 
@@ -2731,7 +2731,7 @@ static COMPARISON_TYPE invert_compare(COMPARISON_TYPE flags)
 
 static void shader_hw_breakc(const struct wined3d_shader_instruction *ins)
 {
-    SHADER_BUFFER *buffer = ins->ctx->buffer;
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
     BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
     const struct control_frame *control_frame = find_last_loop(ins->ctx->backend_data);
     char src_name0[50];
@@ -2758,7 +2758,7 @@ static void shader_hw_breakc(const struct wined3d_shader_instruction *ins)
 
 static void shader_hw_ifc(const struct wined3d_shader_instruction *ins)
 {
-    SHADER_BUFFER *buffer = ins->ctx->buffer;
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
     struct list *e = list_head(&priv->control_frames);
     struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
@@ -2787,7 +2787,7 @@ static void shader_hw_ifc(const struct wined3d_shader_instruction *ins)
 
 static void shader_hw_else(const struct wined3d_shader_instruction *ins)
 {
-    SHADER_BUFFER *buffer = ins->ctx->buffer;
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
     struct list *e = list_head(&priv->control_frames);
     struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
@@ -2807,7 +2807,7 @@ static void shader_hw_else(const struct wined3d_shader_instruction *ins)
 
 static void shader_hw_endif(const struct wined3d_shader_instruction *ins)
 {
-    SHADER_BUFFER *buffer = ins->ctx->buffer;
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
     struct list *e = list_head(&priv->control_frames);
     struct control_frame *control_frame = LIST_ENTRY(e, struct control_frame, entry);
@@ -2867,7 +2867,7 @@ static void shader_hw_texldl(const struct wined3d_shader_instruction *ins)
 
 static void shader_hw_label(const struct wined3d_shader_instruction *ins)
 {
-    SHADER_BUFFER *buffer = ins->ctx->buffer;
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
 
     priv->in_main_func = FALSE;
@@ -2879,8 +2879,8 @@ static void shader_hw_label(const struct wined3d_shader_instruction *ins)
     shader_addline(buffer, "l%u:\n", ins->src[0].reg.idx);
 }
 
-static void vshader_add_footer(IWineD3DVertexShaderImpl *This, SHADER_BUFFER *buffer, const struct arb_vs_compile_args *args,
-                               struct shader_arb_ctx_priv *priv_ctx)
+static void vshader_add_footer(IWineD3DVertexShaderImpl *This, struct wined3d_shader_buffer *buffer,
+        const struct arb_vs_compile_args *args, struct shader_arb_ctx_priv *priv_ctx)
 {
     const shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
     IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)This->baseShader.device;
@@ -2966,7 +2966,7 @@ static void vshader_add_footer(IWineD3DVertexShaderImpl *This, SHADER_BUFFER *bu
 
 static void shader_hw_ret(const struct wined3d_shader_instruction *ins)
 {
-    SHADER_BUFFER *buffer = ins->ctx->buffer;
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
     IWineD3DBaseShaderImpl *shader = (IWineD3DBaseShaderImpl *) ins->ctx->shader;
     BOOL vshader = shader_is_vshader_version(ins->ctx->reg_maps->shader_version.type);
@@ -2983,7 +2983,7 @@ static void shader_hw_ret(const struct wined3d_shader_instruction *ins)
 
 static void shader_hw_call(const struct wined3d_shader_instruction *ins)
 {
-    SHADER_BUFFER *buffer = ins->ctx->buffer;
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
     shader_addline(buffer, "CAL l%u;\n", ins->src[0].reg.idx);
 }
 
@@ -3063,8 +3063,9 @@ static GLuint create_arb_blt_fragment_program(const WineD3D_GL_Info *gl_info, en
     return program_id;
 }
 
-static void arbfp_add_sRGB_correction(SHADER_BUFFER *buffer, const char *fragcolor, const char *tmp1,
-                                      const char *tmp2, const char *tmp3, const char *tmp4, BOOL condcode) {
+static void arbfp_add_sRGB_correction(struct wined3d_shader_buffer *buffer, const char *fragcolor,
+        const char *tmp1, const char *tmp2, const char *tmp3, const char *tmp4, BOOL condcode)
+{
     /* Perform sRGB write correction. See GLX_EXT_framebuffer_sRGB */
 
     if(condcode)
@@ -3196,8 +3197,8 @@ static void init_ps_input(const IWineD3DPixelShaderImpl *This, const struct arb_
 }
 
 /* GL locking is done by the caller */
-static GLuint shader_arb_generate_pshader(IWineD3DPixelShaderImpl *This,
-        SHADER_BUFFER *buffer, const struct arb_ps_compile_args *args, struct arb_ps_compiled_shader *compiled)
+static GLuint shader_arb_generate_pshader(IWineD3DPixelShaderImpl *This, struct wined3d_shader_buffer *buffer,
+        const struct arb_ps_compile_args *args, struct arb_ps_compiled_shader *compiled)
 {
     const shader_reg_maps* reg_maps = &This->baseShader.reg_maps;
     CONST DWORD *function = This->baseShader.function;
@@ -3764,8 +3765,8 @@ static void init_output_registers(IWineD3DVertexShaderImpl *shader, DWORD sig_nu
 }
 
 /* GL locking is done by the caller */
-static GLuint shader_arb_generate_vshader(IWineD3DVertexShaderImpl *This,
-        SHADER_BUFFER *buffer, const struct arb_vs_compile_args *args, struct arb_vs_compiled_shader *compiled)
+static GLuint shader_arb_generate_vshader(IWineD3DVertexShaderImpl *This, struct wined3d_shader_buffer *buffer,
+        const struct arb_vs_compile_args *args, struct arb_vs_compiled_shader *compiled)
 {
     const shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
     CONST DWORD *function = This->baseShader.function;
@@ -3948,7 +3949,7 @@ static struct arb_ps_compiled_shader *find_arb_pshader(IWineD3DPixelShaderImpl *
     UINT i;
     DWORD new_size;
     struct arb_ps_compiled_shader *new_array;
-    SHADER_BUFFER buffer;
+    struct wined3d_shader_buffer buffer;
     struct arb_pshader_private *shader_data;
     GLuint ret;
 
@@ -4032,7 +4033,7 @@ static struct arb_vs_compiled_shader *find_arb_vshader(IWineD3DVertexShaderImpl
     DWORD new_size;
     struct arb_vs_compiled_shader *new_array;
     DWORD use_map = ((IWineD3DDeviceImpl *)shader->baseShader.device)->strided_streams.use_map;
-    SHADER_BUFFER buffer;
+    struct wined3d_shader_buffer buffer;
     struct arb_vshader_private *shader_data;
     GLuint ret;
     const WineD3D_GL_Info *gl_info = &((IWineD3DDeviceImpl *)shader->baseShader.device)->adapter->gl_info;
@@ -4521,7 +4522,7 @@ static BOOL shader_arb_color_fixup_supported(struct color_fixup_desc fixup)
 static void shader_arb_add_instruction_modifiers(const struct wined3d_shader_instruction *ins) {
     DWORD shift;
     char write_mask[20], regstr[50];
-    SHADER_BUFFER *buffer = ins->ctx->buffer;
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
     BOOL is_color = FALSE;
     const struct wined3d_shader_dst_param *dst;
 
@@ -4800,7 +4801,7 @@ static void shader_arb_handle_instruction(const struct wined3d_shader_instructio
     struct shader_arb_ctx_priv *priv = ins->ctx->backend_data;
     IWineD3DBaseShaderImpl *This = (IWineD3DBaseShaderImpl *)ins->ctx->shader;
     struct control_frame *control_frame;
-    SHADER_BUFFER *buffer = ins->ctx->buffer;
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
     BOOL bool_const;
 
     if(ins->handler_idx == WINED3DSIH_LOOP || ins->handler_idx == WINED3DSIH_REP)
@@ -5262,7 +5263,8 @@ static void tex_bumpenvlum_arbfp(DWORD state, IWineD3DStateBlockImpl *stateblock
     checkGLcall("glProgramEnvParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, ARB_FFP_CONST_LUMINANCE(stage), param)");
 }
 
-static const char *get_argreg(SHADER_BUFFER *buffer, DWORD argnum, unsigned int stage, DWORD arg) {
+static const char *get_argreg(struct wined3d_shader_buffer *buffer, DWORD argnum, unsigned int stage, DWORD arg)
+{
     const char *ret;
 
     if(arg == ARG_UNUSED) return "unused"; /* This is the marker for unused registers */
@@ -5333,8 +5335,9 @@ static const char *get_argreg(SHADER_BUFFER *buffer, DWORD argnum, unsigned int
     return ret;
 }
 
-static void gen_ffp_instr(SHADER_BUFFER *buffer, unsigned int stage, BOOL color, BOOL alpha,
-                          DWORD dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2) {
+static void gen_ffp_instr(struct wined3d_shader_buffer *buffer, unsigned int stage, BOOL color,
+        BOOL alpha, DWORD dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2)
+{
     const char *dstmask, *dstreg, *arg0, *arg1, *arg2;
     unsigned int mul = 1;
     BOOL mul_final_dest = FALSE;
@@ -5475,7 +5478,7 @@ static void gen_ffp_instr(SHADER_BUFFER *buffer, unsigned int stage, BOOL color,
 static GLuint gen_arbfp_ffp_shader(const struct ffp_frag_settings *settings, IWineD3DStateBlockImpl *stateblock)
 {
     unsigned int stage;
-    SHADER_BUFFER buffer;
+    struct wined3d_shader_buffer buffer;
     BOOL tex_read[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
     BOOL bump_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
     BOOL luminance_used[MAX_TEXTURES] = {FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE, FALSE};
@@ -6058,7 +6061,8 @@ static void arbfp_blit_free(IWineD3DDevice *iface) {
     LEAVE_GL();
 }
 
-static BOOL gen_planar_yuv_read(SHADER_BUFFER *buffer, enum yuv_fixup yuv_fixup, GLenum textype, char *luminance)
+static BOOL gen_planar_yuv_read(struct wined3d_shader_buffer *buffer, enum yuv_fixup yuv_fixup,
+        GLenum textype, char *luminance)
 {
     char chroma;
     const char *tex, *texinstr;
@@ -6145,7 +6149,7 @@ static BOOL gen_planar_yuv_read(SHADER_BUFFER *buffer, enum yuv_fixup yuv_fixup,
     return TRUE;
 }
 
-static BOOL gen_yv12_read(SHADER_BUFFER *buffer, GLenum textype, char *luminance)
+static BOOL gen_yv12_read(struct wined3d_shader_buffer *buffer, GLenum textype, char *luminance)
 {
     const char *tex;
 
@@ -6295,7 +6299,7 @@ static BOOL gen_yv12_read(SHADER_BUFFER *buffer, GLenum textype, char *luminance
 static GLuint gen_yuv_shader(IWineD3DDeviceImpl *device, enum yuv_fixup yuv_fixup, GLenum textype)
 {
     GLenum shader;
-    SHADER_BUFFER buffer;
+    struct wined3d_shader_buffer buffer;
     char luminance_component;
     struct arbfp_blit_priv *priv = device->blit_priv;
 
diff --git a/dlls/wined3d/baseshader.c b/dlls/wined3d/baseshader.c
index 8f7a8a0..2f9410a 100644
--- a/dlls/wined3d/baseshader.c
+++ b/dlls/wined3d/baseshader.c
@@ -138,7 +138,7 @@ const struct wined3d_shader_frontend *shader_select_frontend(DWORD version_token
     }
 }
 
-void shader_buffer_clear(struct SHADER_BUFFER *buffer)
+void shader_buffer_clear(struct wined3d_shader_buffer *buffer)
 {
     buffer->buffer[0] = '\0';
     buffer->bsize = 0;
@@ -146,18 +146,18 @@ void shader_buffer_clear(struct SHADER_BUFFER *buffer)
     buffer->newline = TRUE;
 }
 
-void shader_buffer_init(struct SHADER_BUFFER *buffer)
+void shader_buffer_init(struct wined3d_shader_buffer *buffer)
 {
     buffer->buffer = HeapAlloc(GetProcessHeap(), 0, SHADER_PGMSIZE);
     shader_buffer_clear(buffer);
 }
 
-void shader_buffer_free(struct SHADER_BUFFER *buffer)
+void shader_buffer_free(struct wined3d_shader_buffer *buffer)
 {
     HeapFree(GetProcessHeap(), 0, buffer->buffer);
 }
 
-int shader_vaddline(SHADER_BUFFER* buffer, const char *format, va_list args)
+int shader_vaddline(struct wined3d_shader_buffer *buffer, const char *format, va_list args)
 {
     char* base = buffer->buffer + buffer->bsize;
     int rc;
@@ -187,7 +187,7 @@ int shader_vaddline(SHADER_BUFFER* buffer, const char *format, va_list args)
     return 0;
 }
 
-int shader_addline(SHADER_BUFFER* buffer, const char *format, ...)
+int shader_addline(struct wined3d_shader_buffer *buffer, const char *format, ...)
 {
     int ret;
     va_list args;
@@ -1034,7 +1034,7 @@ void shader_dump_src_param(const struct wined3d_shader_src_param *param,
 
 /* Shared code in order to generate the bulk of the shader string.
  * NOTE: A description of how to parse tokens can be found on msdn */
-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)
 {
     IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index d6a463e..3433201 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -83,7 +83,7 @@ struct constant_heap
 
 /* GLSL shader private data */
 struct shader_glsl_priv {
-    struct SHADER_BUFFER shader_buffer;
+    struct wined3d_shader_buffer shader_buffer;
     struct wine_rb_tree program_lookup;
     struct glsl_shader_prog_link *glsl_program;
     struct constant_heap vconst_heap;
@@ -783,7 +783,7 @@ static unsigned int vec4_varyings(DWORD shader_major, const WineD3D_GL_Info *gl_
 
 /** Generate the variable & register declarations for the GLSL output target */
 static void shader_generate_glsl_declarations(IWineD3DBaseShader *iface, const shader_reg_maps *reg_maps,
-        SHADER_BUFFER *buffer, const WineD3D_GL_Info *gl_info,
+        struct wined3d_shader_buffer *buffer, const WineD3D_GL_Info *gl_info,
         struct shader_glsl_ctx_priv *ctx_priv)
 {
     IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
@@ -1455,7 +1455,7 @@ static DWORD shader_glsl_add_dst_param(const struct wined3d_shader_instruction *
 }
 
 /* Append the destination part of the instruction to the buffer, return the effective write mask */
-static DWORD shader_glsl_append_dst_ext(SHADER_BUFFER *buffer,
+static DWORD shader_glsl_append_dst_ext(struct wined3d_shader_buffer *buffer,
         const struct wined3d_shader_instruction *ins, const struct wined3d_shader_dst_param *dst)
 {
     glsl_dst_param_t glsl_dst;
@@ -1468,7 +1468,7 @@ static DWORD shader_glsl_append_dst_ext(SHADER_BUFFER *buffer,
 }
 
 /* Append the destination part of the instruction to the buffer, return the effective write mask */
-static DWORD shader_glsl_append_dst(SHADER_BUFFER *buffer, const struct wined3d_shader_instruction *ins)
+static DWORD shader_glsl_append_dst(struct wined3d_shader_buffer *buffer, const struct wined3d_shader_instruction *ins)
 {
     return shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0]);
 }
@@ -1764,7 +1764,7 @@ static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_s
 /* Generate GLSL arithmetic functions (dst = src1 + src2) */
 static void shader_glsl_arith(const struct wined3d_shader_instruction *ins)
 {
-    SHADER_BUFFER *buffer = ins->ctx->buffer;
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
     glsl_src_param_t src0_param;
     glsl_src_param_t src1_param;
     DWORD write_mask;
@@ -1791,7 +1791,7 @@ static void shader_glsl_arith(const struct wined3d_shader_instruction *ins)
 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
 static void shader_glsl_mov(const struct wined3d_shader_instruction *ins)
 {
-    SHADER_BUFFER *buffer = ins->ctx->buffer;
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
     glsl_src_param_t src0_param;
     DWORD write_mask;
 
@@ -1829,7 +1829,7 @@ static void shader_glsl_mov(const struct wined3d_shader_instruction *ins)
 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
 static void shader_glsl_dot(const struct wined3d_shader_instruction *ins)
 {
-    SHADER_BUFFER *buffer = ins->ctx->buffer;
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
     glsl_src_param_t src0_param;
     glsl_src_param_t src1_param;
     DWORD dst_write_mask, src_write_mask;
@@ -1877,7 +1877,7 @@ static void shader_glsl_cross(const struct wined3d_shader_instruction *ins)
  * GLSL uses the value as-is. */
 static void shader_glsl_pow(const struct wined3d_shader_instruction *ins)
 {
-    SHADER_BUFFER *buffer = ins->ctx->buffer;
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
     glsl_src_param_t src0_param;
     glsl_src_param_t src1_param;
     DWORD dst_write_mask;
@@ -1901,7 +1901,7 @@ static void shader_glsl_pow(const struct wined3d_shader_instruction *ins)
  * GLSL uses the value as-is. */
 static void shader_glsl_log(const struct wined3d_shader_instruction *ins)
 {
-    SHADER_BUFFER *buffer = ins->ctx->buffer;
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
     glsl_src_param_t src0_param;
     DWORD dst_write_mask;
     unsigned int dst_size;
@@ -1921,7 +1921,7 @@ static void shader_glsl_log(const struct wined3d_shader_instruction *ins)
 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
 static void shader_glsl_map2gl(const struct wined3d_shader_instruction *ins)
 {
-    SHADER_BUFFER *buffer = ins->ctx->buffer;
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
     glsl_src_param_t src_param;
     const char *instruction;
     DWORD write_mask;
@@ -2025,7 +2025,7 @@ static void shader_glsl_rcp(const struct wined3d_shader_instruction *ins)
 
 static void shader_glsl_rsq(const struct wined3d_shader_instruction *ins)
 {
-    SHADER_BUFFER *buffer = ins->ctx->buffer;
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
     glsl_src_param_t src_param;
     DWORD write_mask;
     unsigned int mask_size;
@@ -2770,7 +2770,7 @@ static void shader_glsl_texldl(const struct wined3d_shader_instruction *ins)
 static void pshader_glsl_texcoord(const struct wined3d_shader_instruction *ins)
 {
     /* FIXME: Make this work for more than just 2D textures */
-    SHADER_BUFFER *buffer = ins->ctx->buffer;
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
     DWORD write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
 
     if (!(ins->ctx->reg_maps->shader_version.major == 1 && ins->ctx->reg_maps->shader_version.minor == 4))
@@ -2920,7 +2920,7 @@ static void pshader_glsl_texm3x2pad(const struct wined3d_shader_instruction *ins
 {
     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
     DWORD reg = ins->dst[0].reg.idx;
-    SHADER_BUFFER *buffer = ins->ctx->buffer;
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
     glsl_src_param_t src0_param;
 
     shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
@@ -2934,7 +2934,7 @@ static void pshader_glsl_texm3x3pad(const struct wined3d_shader_instruction *ins
     IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
     DWORD reg = ins->dst[0].reg.idx;
-    SHADER_BUFFER *buffer = ins->ctx->buffer;
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
     SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
     glsl_src_param_t src0_param;
 
@@ -2947,7 +2947,7 @@ static void pshader_glsl_texm3x2tex(const struct wined3d_shader_instruction *ins
 {
     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
     DWORD reg = ins->dst[0].reg.idx;
-    SHADER_BUFFER *buffer = ins->ctx->buffer;
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
     glsl_src_param_t src0_param;
     WINED3DSAMPLER_TEXTURE_TYPE sampler_type = ins->ctx->reg_maps->sampler_type[reg];
     glsl_sample_function_t sample_function;
@@ -3013,7 +3013,7 @@ static void pshader_glsl_texm3x3spec(const struct wined3d_shader_instruction *in
     DWORD reg = ins->dst[0].reg.idx;
     glsl_src_param_t src0_param;
     glsl_src_param_t src1_param;
-    SHADER_BUFFER *buffer = ins->ctx->buffer;
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
     SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
     WINED3DSAMPLER_TEXTURE_TYPE stype = ins->ctx->reg_maps->sampler_type[reg];
     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
@@ -3042,7 +3042,7 @@ static void pshader_glsl_texm3x3vspec(const struct wined3d_shader_instruction *i
 {
     IWineD3DPixelShaderImpl *shader = (IWineD3DPixelShaderImpl *)ins->ctx->shader;
     DWORD reg = ins->dst[0].reg.idx;
-    SHADER_BUFFER *buffer = ins->ctx->buffer;
+    struct wined3d_shader_buffer *buffer = ins->ctx->buffer;
     SHADER_PARSE_STATE* current_state = &shader->baseShader.parse_state;
     glsl_src_param_t src0_param;
     DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
@@ -3240,7 +3240,7 @@ static void pshader_glsl_dp2add(const struct wined3d_shader_instruction *ins)
     }
 }
 
-static void pshader_glsl_input_pack(IWineD3DPixelShader *iface, SHADER_BUFFER *buffer,
+static void pshader_glsl_input_pack(IWineD3DPixelShader *iface, struct wined3d_shader_buffer *buffer,
         const struct wined3d_shader_signature_element *input_signature, const struct shader_reg_maps *reg_maps,
         enum vertexprocessing_mode vertexprocessing)
 {
@@ -3343,7 +3343,7 @@ static void delete_glsl_program_entry(struct shader_glsl_priv *priv, const WineD
     HeapFree(GetProcessHeap(), 0, entry);
 }
 
-static void handle_ps3_input(SHADER_BUFFER *buffer, const WineD3D_GL_Info *gl_info, const DWORD *map,
+static void handle_ps3_input(struct wined3d_shader_buffer *buffer, const WineD3D_GL_Info *gl_info, const DWORD *map,
         const struct wined3d_shader_signature_element *input_signature, const struct shader_reg_maps *reg_maps_in,
         const struct wined3d_shader_signature_element *output_signature, const struct shader_reg_maps *reg_maps_out)
 {
@@ -3505,7 +3505,7 @@ static void handle_ps3_input(SHADER_BUFFER *buffer, const WineD3D_GL_Info *gl_in
 }
 
 /* GL locking is done by the caller */
-static GLhandleARB generate_param_reorder_function(struct SHADER_BUFFER *buffer,
+static GLhandleARB generate_param_reorder_function(struct wined3d_shader_buffer *buffer,
         IWineD3DVertexShader *vertexshader, IWineD3DPixelShader *pixelshader, const WineD3D_GL_Info *gl_info)
 {
     GLhandleARB ret = 0;
@@ -3671,8 +3671,8 @@ static void hardcode_local_constants(IWineD3DBaseShaderImpl *shader, const WineD
 }
 
 /* GL locking is done by the caller */
-static GLuint shader_glsl_generate_pshader(IWineD3DPixelShaderImpl *This,
-        SHADER_BUFFER *buffer, const struct ps_compile_args *args, struct ps_np2fixup_info *np2fixup_info)
+static GLuint shader_glsl_generate_pshader(IWineD3DPixelShaderImpl *This, struct wined3d_shader_buffer *buffer,
+        const struct ps_compile_args *args, struct ps_np2fixup_info *np2fixup_info)
 {
     const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
     CONST DWORD *function = This->baseShader.function;
@@ -3773,7 +3773,7 @@ static GLuint shader_glsl_generate_pshader(IWineD3DPixelShaderImpl *This,
 
 /* GL locking is done by the caller */
 static GLuint shader_glsl_generate_vshader(IWineD3DVertexShaderImpl *This,
-        SHADER_BUFFER *buffer, const struct vs_compile_args *args)
+        struct wined3d_shader_buffer *buffer, const struct vs_compile_args *args)
 {
     const struct shader_reg_maps *reg_maps = &This->baseShader.reg_maps;
     CONST DWORD *function = This->baseShader.function;
@@ -3838,7 +3838,7 @@ static GLuint shader_glsl_generate_vshader(IWineD3DVertexShaderImpl *This,
     return shader_obj;
 }
 
-static GLhandleARB find_glsl_pshader(struct SHADER_BUFFER *buffer, IWineD3DPixelShaderImpl *shader,
+static GLhandleARB find_glsl_pshader(struct wined3d_shader_buffer *buffer, IWineD3DPixelShaderImpl *shader,
         const struct ps_compile_args *args, const struct ps_np2fixup_info **np2fixup_info)
 {
     UINT i;
@@ -3906,7 +3906,7 @@ static inline BOOL vs_args_equal(const struct vs_compile_args *stored, const str
     return stored->fog_src == new->fog_src;
 }
 
-static GLhandleARB find_glsl_vshader(struct SHADER_BUFFER *buffer, IWineD3DVertexShaderImpl *shader,
+static GLhandleARB find_glsl_vshader(struct wined3d_shader_buffer *buffer, IWineD3DVertexShaderImpl *shader,
         const struct vs_compile_args *args)
 {
     UINT i;
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 @@ typedef enum COMPARISON_TYPE
 #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 @@ struct wined3d_shader_context
 {
     IWineD3DBaseShader *shader;
     const struct shader_reg_maps *reg_maps;
-    SHADER_BUFFER *buffer;
+    struct wined3d_shader_buffer *buffer;
     void *backend_data;
 };
 
@@ -2548,12 +2550,9 @@ typedef struct SHADER_PARSE_STATE {
 #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 @@ typedef struct IWineD3DBaseShaderImpl {
     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,
-- 
1.6.0.6




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