Henri Verbeet : Make some ARB program structs and functions private to the backend.
Alexandre Julliard
julliard at winehq.org
Wed Sep 17 07:14:42 CDT 2008
Module: wine
Branch: master
Commit: ee49230cd28d804b46920ed69db1003d82424f29
URL: http://source.winehq.org/git/wine.git/?a=commit;h=ee49230cd28d804b46920ed69db1003d82424f29
Author: Henri Verbeet <hverbeet at codeweavers.com>
Date: Tue Sep 16 14:55:39 2008 +0200
Make some ARB program structs and functions private to the backend.
---
dlls/wined3d/arb_program_shader.c | 26 +++++++++++++++++++++-----
dlls/wined3d/wined3d_private.h | 30 ------------------------------
2 files changed, 21 insertions(+), 35 deletions(-)
diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index d972570..2bb70c3 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -39,6 +39,22 @@ WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
#define GLINFO_LOCATION (*gl_info)
+/* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
+ * so upload them above that
+ */
+#define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF)
+#define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
+
+/* ARB_program_shader private data */
+struct shader_arb_priv {
+ GLuint current_vprogram_id;
+ GLuint current_fprogram_id;
+ GLuint depth_blt_vprogram_id;
+ GLuint depth_blt_fprogram_id;
+ BOOL use_arbfp_fixed_func;
+ struct hash_table_t *fragment_shaders;
+};
+
/********************************************************
* ARB_[vertex/fragment]_program helper functions follow
********************************************************/
@@ -150,7 +166,7 @@ static unsigned int shader_arb_load_constantsF(IWineD3DBaseShaderImpl* This, Win
* We only support float constants in ARB at the moment, so don't
* worry about the Integers or Booleans
*/
-void shader_arb_load_constants(
+static void shader_arb_load_constants(
IWineD3DDevice* device,
char usePixelShader,
char useVertexShader) {
@@ -234,7 +250,7 @@ void shader_arb_load_constants(
}
/* Generate the variable & register declarations for the ARB_vertex_program output target */
-void shader_generate_arb_declarations(
+static void shader_generate_arb_declarations(
IWineD3DBaseShader *iface,
shader_reg_maps* reg_maps,
SHADER_BUFFER* buffer,
@@ -3195,7 +3211,7 @@ static void arbfp_blit_free(IWineD3DDevice *iface) {
LEAVE_GL();
}
-BOOL gen_planar_yuv_read(SHADER_BUFFER *buffer, WINED3DFORMAT fmt, GLenum textype, char *luminance) {
+static BOOL gen_planar_yuv_read(SHADER_BUFFER *buffer, WINED3DFORMAT fmt, GLenum textype, char *luminance) {
char chroma;
const char *tex, *texinstr;
@@ -3281,7 +3297,7 @@ BOOL gen_planar_yuv_read(SHADER_BUFFER *buffer, WINED3DFORMAT fmt, GLenum textyp
return TRUE;
}
-BOOL gen_yv12_read(SHADER_BUFFER *buffer, WINED3DFORMAT fmt, GLenum textype, char *luminance) {
+static BOOL gen_yv12_read(SHADER_BUFFER *buffer, WINED3DFORMAT fmt, GLenum textype, char *luminance) {
const char *tex;
switch(textype) {
@@ -3426,7 +3442,7 @@ BOOL gen_yv12_read(SHADER_BUFFER *buffer, WINED3DFORMAT fmt, GLenum textype, cha
return TRUE;
}
-GLuint gen_yuv_shader(IWineD3DDeviceImpl *device, WINED3DFORMAT fmt, GLenum textype) {
+static GLuint gen_yuv_shader(IWineD3DDeviceImpl *device, WINED3DFORMAT fmt, GLenum textype) {
GLenum shader;
SHADER_BUFFER buffer;
char luminance_component;
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 6bb7e50..529d4bf 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -255,16 +255,6 @@ extern const shader_backend_t glsl_shader_backend;
extern const shader_backend_t arb_program_shader_backend;
extern const shader_backend_t none_shader_backend;
-/* ARB_program_shader private data */
-struct shader_arb_priv {
- GLuint current_vprogram_id;
- GLuint current_fprogram_id;
- GLuint depth_blt_vprogram_id;
- GLuint depth_blt_fprogram_id;
- BOOL use_arbfp_fixed_func;
- struct hash_table_t *fragment_shaders;
-};
-
/* X11 locking */
extern void (*wine_tsx11_lock_ptr)(void);
@@ -468,8 +458,6 @@ extern glAttribFunc normal_funcs[WINED3DDECLTYPE_UNUSED];
#define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
(((((d3dvtVertexType) >> (16 + (2 * (tex_num)))) + 1) & 0x03) + 1)
-void depth_copy(IWineD3DDevice *iface);
-
/* Routines and structures related to state management */
typedef struct WineD3DContext WineD3DContext;
typedef void (*APPLYSTATEFUNC)(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *ctx);
@@ -2023,12 +2011,6 @@ extern BOOL vshader_input_is_color(
extern HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object);
-/* ARB_[vertex/fragment]_program helper functions */
-extern void shader_arb_load_constants(
- IWineD3DDevice* device,
- char usePixelShader,
- char useVertexShader);
-
/* ARB shader program Prototypes */
extern void shader_hw_def(SHADER_OPCODE_ARG *arg);
@@ -2193,12 +2175,6 @@ extern HRESULT shader_get_registers_used(
CONST DWORD* pToken,
IWineD3DStateBlockImpl *stateBlock);
-extern void shader_generate_arb_declarations(
- IWineD3DBaseShader *iface,
- shader_reg_maps* reg_maps,
- SHADER_BUFFER* buffer,
- WineD3D_GL_Info* gl_info);
-
extern void shader_generate_main(
IWineD3DBaseShader *iface,
SHADER_BUFFER* buffer,
@@ -2297,12 +2273,6 @@ static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD
}
-/* Internally used shader constants. Applications can use constants 0 to GL_LIMITS(vshader_constantsF) - 1,
- * so upload them above that
- */
-#define ARB_SHADER_PRIVCONST_BASE GL_LIMITS(vshader_constantsF)
-#define ARB_SHADER_PRIVCONST_POS ARB_SHADER_PRIVCONST_BASE + 0
-
/*****************************************************************************
* IDirect3DVertexShader implementation structure
*/
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