[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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