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d3d10: Forward D3D10GetInputAndOutputSignatureBlob() to d3dcompiler.
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@ -9,7 +9,7 @@
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@ stub D3D10DisassembleEffect
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@ stub D3D10DisassembleShader
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@ stdcall D3D10GetGeometryShaderProfile(ptr)
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@ stub D3D10GetInputAndOutputSignatureBlob
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@ stdcall D3D10GetInputAndOutputSignatureBlob(ptr long ptr) d3dcompiler_43.D3DGetInputAndOutputSignatureBlob
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@ stdcall D3D10GetInputSignatureBlob(ptr long ptr) d3dcompiler_43.D3DGetInputSignatureBlob
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@ stdcall D3D10GetOutputSignatureBlob(ptr long ptr) d3dcompiler_43.D3DGetOutputSignatureBlob
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@ stdcall D3D10GetPixelShaderProfile(ptr)
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@ -292,5 +292,6 @@ LPCSTR WINAPI D3D10GetPixelShaderProfile(ID3D10Device *device);
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HRESULT WINAPI D3D10ReflectShader(const void *data, SIZE_T data_size, ID3D10ShaderReflection **reflector);
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HRESULT WINAPI D3D10GetInputSignatureBlob(const void *data, SIZE_T data_size, ID3D10Blob **blob);
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HRESULT WINAPI D3D10GetOutputSignatureBlob(const void *data, SIZE_T data_size, ID3D10Blob **blob);
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HRESULT WINAPI D3D10GetInputAndOutputSignatureBlob(const void *data, SIZE_T data_size, ID3D10Blob **blob);
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#endif /* __WINE_D3D10SHADER_H */
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