wined3d: Remove unneeded address-of operators from function names

Andrew Talbot andrew.talbot at talbotville.com
Sun Jul 6 07:00:52 CDT 2008


Changelog:
    wined3d: Remove unneeded address-of operators from function names.

diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index bd633f6..84ec4fc 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -2098,20 +2098,20 @@ static void shader_arb_fragment_enable(IWineD3DDevice *iface, BOOL enable) {
 }
 
 const shader_backend_t arb_program_shader_backend = {
-    &shader_arb_select,
-    &shader_arb_select_depth_blt,
-    &shader_arb_destroy_depth_blt,
-    &shader_arb_load_constants,
-    &shader_arb_cleanup,
-    &shader_arb_color_correction,
-    &shader_arb_destroy,
-    &shader_arb_alloc,
-    &shader_arb_free,
-    &shader_arb_dirty_const,
-    &shader_arb_generate_pshader,
-    &shader_arb_generate_vshader,
-    &shader_arb_get_caps,
-    &shader_arb_load_init,
-    &shader_arb_fragment_enable,
+    shader_arb_select,
+    shader_arb_select_depth_blt,
+    shader_arb_destroy_depth_blt,
+    shader_arb_load_constants,
+    shader_arb_cleanup,
+    shader_arb_color_correction,
+    shader_arb_destroy,
+    shader_arb_alloc,
+    shader_arb_free,
+    shader_arb_dirty_const,
+    shader_arb_generate_pshader,
+    shader_arb_generate_vshader,
+    shader_arb_get_caps,
+    shader_arb_load_init,
+    shader_arb_fragment_enable,
     FFPStateTable
 };
diff --git a/dlls/wined3d/baseshader.c b/dlls/wined3d/baseshader.c
index 174f2ea..06dd69d 100644
--- a/dlls/wined3d/baseshader.c
+++ b/dlls/wined3d/baseshader.c
@@ -1201,21 +1201,21 @@ static void shader_none_fragment_enable(IWineD3DDevice *iface, BOOL enable) {
 #undef GLINFO_LOCATION
 
 const shader_backend_t none_shader_backend = {
-    &shader_none_select,
-    &shader_none_select_depth_blt,
-    &shader_none_destroy_depth_blt,
-    &shader_none_load_constants,
-    &shader_none_cleanup,
-    &shader_none_color_correction,
-    &shader_none_destroy,
-    &shader_none_alloc,
-    &shader_none_free,
-    &shader_none_dirty_const,
-    &shader_none_generate_pshader,
-    &shader_none_generate_vshader,
-    &shader_none_get_caps,
-    &shader_none_load_init,
-    &shader_none_fragment_enable,
+    shader_none_select,
+    shader_none_select_depth_blt,
+    shader_none_destroy_depth_blt,
+    shader_none_load_constants,
+    shader_none_cleanup,
+    shader_none_color_correction,
+    shader_none_destroy,
+    shader_none_alloc,
+    shader_none_free,
+    shader_none_dirty_const,
+    shader_none_generate_pshader,
+    shader_none_generate_vshader,
+    shader_none_get_caps,
+    shader_none_load_init,
+    shader_none_fragment_enable,
     FFPStateTable
 };
 
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index a9ab92c..4823126 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -3473,7 +3473,7 @@ static BOOL glsl_program_key_compare(void *keya, void *keyb) {
 static HRESULT shader_glsl_alloc(IWineD3DDevice *iface) {
     IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
     This->shader_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_glsl_priv));
-    This->glsl_program_lookup = hash_table_create(&glsl_program_key_hash, &glsl_program_key_compare);
+    This->glsl_program_lookup = hash_table_create(glsl_program_key_hash, glsl_program_key_compare);
     return WINED3D_OK;
 }
 
@@ -3693,20 +3693,20 @@ static void shader_glsl_fragment_enable(IWineD3DDevice *iface, BOOL enable) {
 }
 
 const shader_backend_t glsl_shader_backend = {
-    &shader_glsl_select,
-    &shader_glsl_select_depth_blt,
-    &shader_glsl_destroy_depth_blt,
-    &shader_glsl_load_constants,
-    &shader_glsl_cleanup,
-    &shader_glsl_color_correction,
-    &shader_glsl_destroy,
-    &shader_glsl_alloc,
-    &shader_glsl_free,
-    &shader_glsl_dirty_const,
-    &shader_glsl_generate_pshader,
-    &shader_glsl_generate_vshader,
-    &shader_glsl_get_caps,
-    &shader_glsl_load_init,
-    &shader_glsl_fragment_enable,
+    shader_glsl_select,
+    shader_glsl_select_depth_blt,
+    shader_glsl_destroy_depth_blt,
+    shader_glsl_load_constants,
+    shader_glsl_cleanup,
+    shader_glsl_color_correction,
+    shader_glsl_destroy,
+    shader_glsl_alloc,
+    shader_glsl_free,
+    shader_glsl_dirty_const,
+    shader_glsl_generate_pshader,
+    shader_glsl_generate_vshader,
+    shader_glsl_get_caps,
+    shader_glsl_load_init,
+    shader_glsl_fragment_enable,
     FFPStateTable
 };



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