else eliminated.

---
 dlls/d3dx8/d3dx8_main.c |   18 +++++++++++++-----
 include/d3dx8core.h     |    2 +-
 2 files changed, 14 insertions(+), 6 deletions(-)

diff --git a/dlls/d3dx8/d3dx8_main.c b/dlls/d3dx8/d3dx8_main.c
index 9221221..81a1eca 100644
--- a/dlls/d3dx8/d3dx8_main.c
+++ b/dlls/d3dx8/d3dx8_main.c
@@ -29,11 +29,10 @@
 #include "wingdi.h"
 #include "winuser.h"
 #include "wine/debug.h"
-
+#include "wine/unicode.h"
 #include "d3dx8core.h"
 #include "d3dx8core_private.h"
 
-
 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
 
 HRESULT WINAPI D3DXCreateBuffer(DWORD NumBytes, LPD3DXBUFFER* ppBuffer) {
@@ -79,11 +78,20 @@ HRESULT WINAPI D3DXAssembleShaderFromFileA(LPSTR pSrcFile, DWORD Flags,
 				    LPD3DXBUFFER* ppConstants,
 				    LPD3DXBUFFER* ppCompiledShader,
 				    LPD3DXBUFFER* ppCompilationErrors) {
-  FIXME("(void): stub\n");
-  return D3D_OK;
+  if ( !pSrcFile )
+   return D3DXERR_INVALIDDATA;
+  LPWSTR pSrcFileW = NULL;
+  DWORD len;
+  HRESULT ret;
+  len = MultiByteToWideChar( CP_ACP, 0, pSrcFile, -1, NULL, 0 );
+  pSrcFileW = HeapAlloc( GetProcessHeap(), 0, len * sizeof(WCHAR) );
+  MultiByteToWideChar( CP_ACP, 0, pSrcFile, -1, pSrcFileW, len );
+  ret=D3DXAssembleShaderFromFileW(pSrcFileW, Flags, ppConstants, ppCompiledShader, ppCompilationErrors);
+  HeapFree( GetProcessHeap(), 0, pSrcFileW );
+  return ret;
 }
 
-HRESULT WINAPI D3DXAssembleShaderFromFileW(LPSTR pSrcFile, DWORD Flags,
+HRESULT WINAPI D3DXAssembleShaderFromFileW(LPWSTR pSrcFile, DWORD Flags,
 				    LPD3DXBUFFER* ppConstants,
 				    LPD3DXBUFFER* ppCompiledShader,
 				    LPD3DXBUFFER* ppCompilationErrors) {
diff --git a/include/d3dx8core.h b/include/d3dx8core.h
index 1398067..051deb7 100644
--- a/include/d3dx8core.h
+++ b/include/d3dx8core.h
@@ -120,7 +120,7 @@ HRESULT WINAPI D3DXAssembleShaderFromFileA(LPSTR pSrcFile, DWORD Flags,
 				    LPD3DXBUFFER* ppConstants,
 				    LPD3DXBUFFER* ppCompiledShader,
 				    LPD3DXBUFFER* ppCompilationErrors);
-HRESULT WINAPI D3DXAssembleShaderFromFileW(LPSTR pSrcFile, DWORD Flags,
+HRESULT WINAPI D3DXAssembleShaderFromFileW(LPWSTR pSrcFile, DWORD Flags,
 				    LPD3DXBUFFER* ppConstants,
 				    LPD3DXBUFFER* ppCompiledShader,
 				    LPD3DXBUFFER* ppCompilationErrors);


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