[resend]: fix missing-declarations warning in d3d8 and wined3d

Stefan Huehner stefan at huehner.org
Wed Jul 13 16:05:59 CDT 2005


Hi,

patch makes functions static which aren't used outside their
sourcefiles.


resend and updated to current cvs.

ChangeLog:
- fix some missing-declarations warnings

Regards,
Stefan
-------------- next part --------------
Index: dlls/d3d8/device.c
===================================================================
RCS file: /home/wine/wine/dlls/d3d8/device.c,v
retrieving revision 1.126
diff -u -p -r1.126 device.c
--- dlls/d3d8/device.c	11 Jul 2005 10:59:41 -0000	1.126
+++ dlls/d3d8/device.c	13 Jul 2005 20:59:49 -0000
@@ -150,7 +150,7 @@ void setupTextureStates(LPDIRECT3DDEVICE
 }
 
 /* Convert the D3DLIGHT8 properties into equivalent gl lights */
-void setup_light(LPDIRECT3DDEVICE8 iface, LONG Index, PLIGHTINFOEL *lightInfo) {
+static void setup_light(LPDIRECT3DDEVICE8 iface, LONG Index, PLIGHTINFOEL *lightInfo) {
 
     float quad_att;
     float colRGBA[] = {0.0, 0.0, 0.0, 0.0};
Index: dlls/d3d8/drawprim.c
===================================================================
RCS file: /home/wine/wine/dlls/d3d8/drawprim.c,v
retrieving revision 1.27
diff -u -p -r1.27 drawprim.c
--- dlls/d3d8/drawprim.c	27 Apr 2005 08:12:23 -0000	1.27
+++ dlls/d3d8/drawprim.c	13 Jul 2005 20:59:49 -0000
@@ -56,7 +56,7 @@ typedef struct _D3DVECTOR_4 {
    a vertex shader will be in use. Note the fvf bits returned may be split over
    multiple streams only if the vertex shader was created, otherwise it all relates
    to stream 0                                                                      */
-BOOL initializeFVF(LPDIRECT3DDEVICE8 iface, 
+static BOOL initializeFVF(LPDIRECT3DDEVICE8 iface, 
                    DWORD *FVFbits,                 /* What to expect in the FVF across all streams */
                    BOOL *useVertexShaderFunction)  /* Should we use the vertex shader              */
 {
@@ -109,7 +109,7 @@ BOOL initializeFVF(LPDIRECT3DDEVICE8 ifa
 }
 
 /* Issues the glBegin call for gl given the primitive type and count */
-DWORD primitiveToGl(D3DPRIMITIVETYPE PrimitiveType,
+static DWORD primitiveToGl(D3DPRIMITIVETYPE PrimitiveType,
                     DWORD            NumPrimitives,
                     GLenum          *primType)
 {
@@ -162,7 +162,7 @@ DWORD primitiveToGl(D3DPRIMITIVETYPE Pri
 
 /* Ensure the appropriate material states are set up - only change
    state if really required                                        */
-void init_materials(LPDIRECT3DDEVICE8 iface, BOOL isDiffuseSupplied) {
+static void init_materials(LPDIRECT3DDEVICE8 iface, BOOL isDiffuseSupplied) {
 
     BOOL requires_material_reset = FALSE;
     IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
@@ -227,7 +227,7 @@ static GLfloat invymat[16]={
 /* Setup views - Transformed & lit if RHW, else untransformed.
        Only unlit if Normals are supplied                       
     Returns: Whether to restore lighting afterwards           */
-BOOL primitiveInitState(LPDIRECT3DDEVICE8 iface, BOOL vtx_transformed, BOOL vtx_lit, BOOL useVS) {
+static BOOL primitiveInitState(LPDIRECT3DDEVICE8 iface, BOOL vtx_transformed, BOOL vtx_lit, BOOL useVS) {
 
     BOOL isLightingOn = FALSE;
     IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
@@ -357,7 +357,7 @@ BOOL primitiveInitState(LPDIRECT3DDEVICE
     return isLightingOn;
 }
 
-void primitiveConvertToStridedData(LPDIRECT3DDEVICE8 iface, Direct3DVertexStridedData *strided, LONG BaseVertexIndex) {
+static void primitiveConvertToStridedData(LPDIRECT3DDEVICE8 iface, Direct3DVertexStridedData *strided, LONG BaseVertexIndex) {
 
     short         LoopThroughTo = 0;
     short         nStream;
@@ -513,7 +513,7 @@ void primitiveConvertToStridedData(LPDIR
 }
 
 /* Draw a single vertex using this information */
-void draw_vertex(LPDIRECT3DDEVICE8 iface,                              /* interface    */
+static void draw_vertex(LPDIRECT3DDEVICE8 iface,                       /* interface    */
                  BOOL isXYZ,    float x, float y, float z, float rhw,  /* xyzn position*/
                  BOOL isNormal, float nx, float ny, float nz,          /* normal       */
                  BOOL isDiffuse, float *dRGBA,                         /* 1st   colors */
@@ -662,7 +662,7 @@ void draw_vertex(LPDIRECT3DDEVICE8 iface
  * Faster GL version using pointers to data, harder to debug though 
  * Note does not handle vertex shaders yet                             
  */
-void drawStridedFast(LPDIRECT3DDEVICE8 iface, Direct3DVertexStridedData *sd, 
+static void drawStridedFast(LPDIRECT3DDEVICE8 iface, Direct3DVertexStridedData *sd, 
                      int PrimitiveType, ULONG NumPrimitives,
                      const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx) {
     unsigned int textureNo   = 0;
@@ -923,7 +923,7 @@ void drawStridedFast(LPDIRECT3DDEVICE8 i
  * Actually draw using the supplied information.
  * Slower GL version which extracts info about each vertex in turn
  */
-void drawStridedSlow(LPDIRECT3DDEVICE8 iface, Direct3DVertexStridedData *sd, 
+static void drawStridedSlow(LPDIRECT3DDEVICE8 iface, Direct3DVertexStridedData *sd, 
                      int PrimitiveType, ULONG NumPrimitives,
                      const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx) {
 
@@ -1233,7 +1233,7 @@ void drawStridedSlow(LPDIRECT3DDEVICE8 i
  * Note: strided data is uninitialized, as we need to pass the vertex
  *     shader directly as ordering irs yet                             
  */
-void drawStridedSoftwareVS(LPDIRECT3DDEVICE8 iface, Direct3DVertexStridedData *sd, 
+static void drawStridedSoftwareVS(LPDIRECT3DDEVICE8 iface, Direct3DVertexStridedData *sd, 
                      int PrimitiveType, ULONG NumPrimitives,
                      const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx) {
 
@@ -1368,7 +1368,7 @@ void drawStridedSoftwareVS(LPDIRECT3DDEV
     checkGLcall("glEnd and previous calls");
 }
 
-void drawStridedHardwareVS(LPDIRECT3DDEVICE8 iface, Direct3DVertexStridedData *sd, 
+static void drawStridedHardwareVS(LPDIRECT3DDEVICE8 iface, Direct3DVertexStridedData *sd, 
                      int PrimitiveType, ULONG NumPrimitives,
                      const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx) {
 
-------------- next part --------------
Index: dlls/wined3d/device.c
===================================================================
RCS file: /home/wine/wine/dlls/wined3d/device.c,v
retrieving revision 1.46
diff -u -p -r1.46 device.c
--- dlls/wined3d/device.c	13 Jul 2005 14:15:54 -0000	1.46
+++ dlls/wined3d/device.c	13 Jul 2005 20:59:58 -0000
@@ -115,7 +115,7 @@ const float identity[16] = {1,0,0,0, 0,1
  * Utility functions follow
  **********************************************************/
 /* Convert the D3DLIGHT properties into equivalent gl lights */
-void setup_light(IWineD3DDevice *iface, LONG Index, PLIGHTINFOEL *lightInfo) {
+static void setup_light(IWineD3DDevice *iface, LONG Index, PLIGHTINFOEL *lightInfo) {
 
     float quad_att;
     float colRGBA[] = {0.0, 0.0, 0.0, 0.0};
Index: dlls/wined3d/drawprim.c
===================================================================
RCS file: /home/wine/wine/dlls/wined3d/drawprim.c,v
retrieving revision 1.15
diff -u -p -r1.15 drawprim.c
--- dlls/wined3d/drawprim.c	13 Jul 2005 14:15:54 -0000	1.15
+++ dlls/wined3d/drawprim.c	13 Jul 2005 20:59:58 -0000
@@ -40,7 +40,7 @@ extern IDirect3DPixelShaderImpl*        
    a vertex shader will be in use. Note the fvf bits returned may be split over
    multiple streams only if the vertex shader was created, otherwise it all relates
    to stream 0                                                                      */
-BOOL initializeFVF(IWineD3DDevice *iface,
+static BOOL initializeFVF(IWineD3DDevice *iface,
                    DWORD *FVFbits,                 /* What to expect in the FVF across all streams */
                    BOOL *useVertexShaderFunction)  /* Should we use the vertex shader              */
 {
@@ -99,7 +99,7 @@ BOOL initializeFVF(IWineD3DDevice *iface
 }
 
 /* Issues the glBegin call for gl given the primitive type and count */
-DWORD primitiveToGl(D3DPRIMITIVETYPE PrimitiveType,
+static DWORD primitiveToGl(D3DPRIMITIVETYPE PrimitiveType,
                     DWORD            NumPrimitives,
                     GLenum          *primType)
 {
@@ -152,7 +152,7 @@ DWORD primitiveToGl(D3DPRIMITIVETYPE Pri
 
 /* Ensure the appropriate material states are set up - only change
    state if really required                                        */
-void init_materials(IWineD3DDevice *iface, BOOL isDiffuseSupplied) {
+static void init_materials(IWineD3DDevice *iface, BOOL isDiffuseSupplied) {
 
     BOOL requires_material_reset = FALSE;
     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
@@ -217,7 +217,7 @@ static GLfloat invymat[16]={
 /* Setup views - Transformed & lit if RHW, else untransformed.
        Only unlit if Normals are supplied
     Returns: Whether to restore lighting afterwards           */
-BOOL primitiveInitState(IWineD3DDevice *iface, BOOL vtx_transformed, BOOL vtx_lit, BOOL useVS) {
+static BOOL primitiveInitState(IWineD3DDevice *iface, BOOL vtx_transformed, BOOL vtx_lit, BOOL useVS) {
 
     BOOL isLightingOn = FALSE;
     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
@@ -533,7 +533,7 @@ void primitiveDeclarationConvertToStride
 
 }
 
-void primitiveConvertToStridedData(IWineD3DDevice *iface, Direct3DVertexStridedData *strided, LONG BaseVertexIndex) {
+static void primitiveConvertToStridedData(IWineD3DDevice *iface, Direct3DVertexStridedData *strided, LONG BaseVertexIndex) {
 
     short         LoopThroughTo = 0;
     short         nStream;
@@ -691,7 +691,7 @@ void primitiveConvertToStridedData(IWine
 }
 
 /* Draw a single vertex using this information */
-void draw_vertex(IWineD3DDevice *iface,                              /* interface    */
+static void draw_vertex(IWineD3DDevice *iface,                         /* interface    */
                  BOOL isXYZ,    float x, float y, float z, float rhw,  /* xyzn position*/
                  BOOL isNormal, float nx, float ny, float nz,          /* normal       */
                  BOOL isDiffuse, float *dRGBA,                         /* 1st   colors */
@@ -824,7 +824,7 @@ void draw_vertex(IWineD3DDevice *iface, 
  * Faster GL version using pointers to data, harder to debug though
  * Note does not handle vertex shaders yet
  */
-void drawStridedFast(IWineD3DDevice *iface, Direct3DVertexStridedData *sd,
+static void drawStridedFast(IWineD3DDevice *iface, Direct3DVertexStridedData *sd,
                      int PrimitiveType, ULONG NumPrimitives,
                      const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx) {
     unsigned int textureNo   = 0;
@@ -1080,7 +1080,7 @@ void drawStridedFast(IWineD3DDevice *ifa
  * Actually draw using the supplied information.
  * Slower GL version which extracts info about each vertex in turn
  */
-void drawStridedSlow(IWineD3DDevice *iface, Direct3DVertexStridedData *sd,
+static void drawStridedSlow(IWineD3DDevice *iface, Direct3DVertexStridedData *sd,
                      int PrimitiveType, ULONG NumPrimitives,
                      const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx) {
 
@@ -1516,7 +1516,7 @@ void drawStridedSoftwareVS(IWineD3DDevic
     checkGLcall("glEnd and previous calls");
 }
 
-void drawStridedHardwareVS(IWineD3DDevice *iface, Direct3DVertexStridedData *sd,
+static void drawStridedHardwareVS(IWineD3DDevice *iface, Direct3DVertexStridedData *sd,
                      int PrimitiveType, ULONG NumPrimitives,
                      const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx) {
 


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