Henri Verbeet : wined3d: Make some constant arrays also static.
Alexandre Julliard
julliard at winehq.org
Wed Dec 10 07:41:54 CST 2008
Module: wine
Branch: master
Commit: b409061337db54d19d72a031a4fb29e95e68f4e8
URL: http://source.winehq.org/git/wine.git/?a=commit;h=b409061337db54d19d72a031a4fb29e95e68f4e8
Author: Henri Verbeet <hverbeet at codeweavers.com>
Date: Wed Dec 10 10:04:40 2008 +0100
wined3d: Make some constant arrays also static.
As pointed out by Dan Kegel.
---
dlls/wined3d/arb_program_shader.c | 2 +-
dlls/wined3d/drawprim.c | 16 ++++++++--------
dlls/wined3d/glsl_shader.c | 9 ++++++---
dlls/wined3d/state.c | 12 ++++++------
4 files changed, 21 insertions(+), 18 deletions(-)
diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index 1e7e51a..f03e23b 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -1631,7 +1631,7 @@ static GLuint create_arb_blt_vertex_program(const WineD3D_GL_Info *gl_info)
static GLuint create_arb_blt_fragment_program(const WineD3D_GL_Info *gl_info, enum tex_types tex_type)
{
GLuint program_id = 0;
- const char *blt_fprograms[tex_type_count] =
+ static const char * const blt_fprograms[tex_type_count] =
{
/* tex_1d */
NULL,
diff --git a/dlls/wined3d/drawprim.c b/dlls/wined3d/drawprim.c
index 7603103..243ed61 100644
--- a/dlls/wined3d/drawprim.c
+++ b/dlls/wined3d/drawprim.c
@@ -1092,11 +1092,11 @@ HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This,
checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_FILLMODE));
if(patch->has_normals) {
- const GLfloat black[4] = {0, 0, 0, 0};
- const GLfloat red[4] = {1, 0, 0, 0};
- const GLfloat green[4] = {0, 1, 0, 0};
- const GLfloat blue[4] = {0, 0, 1, 0};
- const GLfloat white[4] = {1, 1, 1, 1};
+ static const GLfloat black[] = {0, 0, 0, 0};
+ static const GLfloat red[] = {1, 0, 0, 0};
+ static const GLfloat green[] = {0, 1, 0, 0};
+ static const GLfloat blue[] = {0, 0, 1, 0};
+ static const GLfloat white[] = {1, 1, 1, 1};
glEnable(GL_LIGHTING);
checkGLcall("glEnable(GL_LIGHTING)");
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, black);
@@ -1263,9 +1263,9 @@ HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This,
if(patch->has_normals) {
/* Now do the same with reverse light directions */
- const GLfloat x[4] = {-1, 0, 0, 0};
- const GLfloat y[4] = { 0, -1, 0, 0};
- const GLfloat z[4] = { 0, 0, -1, 0};
+ static const GLfloat x[] = {-1, 0, 0, 0};
+ static const GLfloat y[] = { 0, -1, 0, 0};
+ static const GLfloat z[] = { 0, 0, -1, 0};
glLightfv(GL_LIGHT0, GL_POSITION, x);
glLightfv(GL_LIGHT1, GL_POSITION, y);
glLightfv(GL_LIGHT2, GL_POSITION, z);
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index f1a0f95..6ec2591 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -96,7 +96,8 @@ static void print_glsl_info_log(const WineD3D_GL_Info *gl_info, GLhandleARB obj)
unsigned int i;
BOOL is_spam;
- const char *spam[] = {
+ static const char * const spam[] =
+ {
"Vertex shader was successfully compiled to run on hardware.\n", /* fglrx */
"Fragment shader was successfully compiled to run on hardware.\n", /* fglrx */
"Fragment shader(s) linked, vertex shader(s) linked. \n ", /* fglrx, with \n */
@@ -3306,7 +3307,8 @@ static GLhandleARB create_glsl_blt_shader(const WineD3D_GL_Info *gl_info, enum t
{
GLhandleARB program_id;
GLhandleARB vshader_id, pshader_id;
- const char *blt_vshader[] = {
+ static const char *blt_vshader[] =
+ {
"#version 120\n"
"void main(void)\n"
"{\n"
@@ -3316,7 +3318,8 @@ static GLhandleARB create_glsl_blt_shader(const WineD3D_GL_Info *gl_info, enum t
"}\n"
};
- const char *blt_pshaders[tex_type_count] = {
+ static const char *blt_pshaders[tex_type_count] =
+ {
/* tex_1d */
NULL,
/* tex_2d */
diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
index 0da9842..6642483 100644
--- a/dlls/wined3d/state.c
+++ b/dlls/wined3d/state.c
@@ -702,7 +702,7 @@ state_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DCon
checkGLcall("glFinalCombinerInputNV()");
}
} else {
- const GLfloat black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
+ static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
/* for the case of enabled lighting: */
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
@@ -1323,7 +1323,7 @@ static void state_colormat(DWORD state, IWineD3DStateBlockImpl *stateblock, Wine
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*)&device->updateStateBlock->material.Specular);
checkGLcall("glMaterialfv");
} else {
- const GLfloat black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
+ static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
checkGLcall("glMaterialfv");
}
@@ -3175,10 +3175,10 @@ static void loadTexCoords(IWineD3DStateBlockImpl *stateblock, const WineDirect3D
static void tex_coordindex(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
- const GLfloat s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
- const GLfloat t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
- const GLfloat r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
- const GLfloat q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
+ static const GLfloat s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
+ static const GLfloat t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
+ static const GLfloat r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
+ static const GLfloat q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
if (mapped_stage == -1) {
TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage);
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