Alexandre Julliard : d3dx8: The inline functions should be static instead of extern.

Alexandre Julliard julliard at winehq.org
Tue Oct 16 07:59:58 CDT 2007


Module: wine
Branch: master
Commit: 9dcd0f5fd4a72b6733a99b45014e590103f2ea26
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=9dcd0f5fd4a72b6733a99b45014e590103f2ea26

Author: Alexandre Julliard <julliard at winehq.org>
Date:   Tue Oct 16 14:09:43 2007 +0200

d3dx8: The inline functions should be static instead of extern.

---

 include/d3dx8math.h   |   11 +----------
 include/d3dx8math.inl |   20 ++++++++++----------
 2 files changed, 11 insertions(+), 20 deletions(-)

diff --git a/include/d3dx8math.h b/include/d3dx8math.h
index cb1753b..0d9416a 100644
--- a/include/d3dx8math.h
+++ b/include/d3dx8math.h
@@ -58,15 +58,6 @@ typedef struct D3DXCOLOR
     FLOAT r, g, b, a;
 } D3DXCOLOR, *LPD3DXCOLOR;
 
-D3DXVECTOR2* D3DXVec2Add(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2);
-FLOAT D3DXVec2CCW(CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2);
-FLOAT D3DXVec2Dot(CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2);
-FLOAT D3DXVec2Length(CONST D3DXVECTOR2 *pv);
-FLOAT D3DXVec2LengthSq(CONST D3DXVECTOR2 *pv);
-D3DXVECTOR2* D3DXVec2Lerp(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2, FLOAT s);
-D3DXVECTOR2* D3DXVec2Maximize(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2);
-D3DXVECTOR2* D3DXVec2Minimize(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2);
-D3DXVECTOR2* D3DXVec2Scale(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv, FLOAT s);
-D3DXVECTOR2* D3DXVec2Subtract(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2);
+#include <d3dx8math.inl>
 
 #endif /* __D3DX8MATH_H__ */
diff --git a/include/d3dx8math.inl b/include/d3dx8math.inl
index 336ef5a..24ff812 100644
--- a/include/d3dx8math.inl
+++ b/include/d3dx8math.inl
@@ -19,7 +19,7 @@
 #ifndef __D3DX8MATH_INL__
 #define __D3DX8MATH_INL__
 
-extern inline D3DXVECTOR2* D3DXVec2Add(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2)
+static inline D3DXVECTOR2* D3DXVec2Add(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2)
 {
     if ( !pout || !pv1 || !pv2) return NULL;
     pout->x = pv1->x + pv2->x;
@@ -27,31 +27,31 @@ extern inline D3DXVECTOR2* D3DXVec2Add(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1
     return pout;
 }
 
-extern inline FLOAT D3DXVec2CCW(CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2)
+static inline FLOAT D3DXVec2CCW(CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2)
 {
     if ( !pv1 || !pv2) return 0.0f;
     return ( (pv1->x) * (pv2->y) - (pv1->y) * (pv2->x) );
 }
 
-extern inline FLOAT D3DXVec2Dot(CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2)
+static inline FLOAT D3DXVec2Dot(CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2)
 {
     if ( !pv1 || !pv2) return 0.0f;
     return ( (pv1->x * pv2->x + pv1->y * pv2->y) );
 }
 
-extern inline FLOAT D3DXVec2Length(CONST D3DXVECTOR2 *pv)
+static inline FLOAT D3DXVec2Length(CONST D3DXVECTOR2 *pv)
 {
     if (!pv) return 0.0f;
     return sqrt( (pv->x) * (pv->x) + (pv->y) * (pv->y) );
 }
 
-extern inline FLOAT D3DXVec2LengthSq(CONST D3DXVECTOR2 *pv)
+static inline FLOAT D3DXVec2LengthSq(CONST D3DXVECTOR2 *pv)
 {
     if (!pv) return 0.0f;
     return( (pv->x) * (pv->x) + (pv->y) * (pv->y) );
 }
 
-extern inline D3DXVECTOR2* D3DXVec2Lerp(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2, FLOAT s)
+static inline D3DXVECTOR2* D3DXVec2Lerp(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2, FLOAT s)
 {
     if ( !pout || !pv1 || !pv2) return NULL;
     pout->x = (1-s) * (pv1->x) + s * (pv2->x);
@@ -59,7 +59,7 @@ extern inline D3DXVECTOR2* D3DXVec2Lerp(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv
     return pout;
 }
 
-extern inline D3DXVECTOR2* D3DXVec2Maximize(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2)
+static inline D3DXVECTOR2* D3DXVec2Maximize(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2)
 {
     if ( !pout || !pv1 || !pv2) return NULL;
     pout->x = max(pv1->x , pv2->x);
@@ -67,7 +67,7 @@ extern inline D3DXVECTOR2* D3DXVec2Maximize(D3DXVECTOR2 *pout, CONST D3DXVECTOR2
     return pout;
 }
 
-extern inline D3DXVECTOR2* D3DXVec2Minimize(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2)
+static inline D3DXVECTOR2* D3DXVec2Minimize(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2)
 {
     if ( !pout || !pv1 || !pv2) return NULL;
     pout->x = min(pv1->x , pv2->x);
@@ -75,7 +75,7 @@ extern inline D3DXVECTOR2* D3DXVec2Minimize(D3DXVECTOR2 *pout, CONST D3DXVECTOR2
     return pout;
 }
 
-extern inline D3DXVECTOR2* D3DXVec2Scale(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv, FLOAT s)
+static inline D3DXVECTOR2* D3DXVec2Scale(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv, FLOAT s)
 {
     if ( !pout || !pv) return NULL;
     pout->x = s * (pv->x);
@@ -83,7 +83,7 @@ extern inline D3DXVECTOR2* D3DXVec2Scale(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *p
     return pout;
 }
 
-extern inline D3DXVECTOR2* D3DXVec2Subtract(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2)
+static inline D3DXVECTOR2* D3DXVec2Subtract(D3DXVECTOR2 *pout, CONST D3DXVECTOR2 *pv1, CONST D3DXVECTOR2 *pv2)
 {
     if ( !pout || !pv1 || !pv2) return NULL;
     pout->x = pv1->x - pv2->x;




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