wined3d: Make functions static where possible.
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2acf8d7947
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0ae60765de
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@ -32,6 +32,8 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
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#define GLNAME_REQUIRE_GLSL ((const char *)1)
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static void shader_dump_param(IWineD3DBaseShader *iface, const DWORD param, const DWORD addr_token, int input);
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static inline BOOL shader_is_version_token(DWORD token) {
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return shader_is_pshader_version(token) ||
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shader_is_vshader_version(token);
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@ -99,12 +101,8 @@ const SHADER_OPCODE* shader_get_opcode(
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/* Read a parameter opcode from the input stream,
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* and possibly a relative addressing token.
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* Return the number of tokens read */
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int shader_get_param(
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IWineD3DBaseShader* iface,
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const DWORD* pToken,
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DWORD* param,
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DWORD* addr_token) {
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static int shader_get_param(IWineD3DBaseShader *iface, const DWORD *pToken, DWORD *param, DWORD *addr_token)
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{
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/* PS >= 3.0 have relative addressing (with token)
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* VS >= 2.0 have relative addressing (with token)
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* VS >= 1.0 < 2.0 have relative addressing (without token)
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@ -139,11 +137,8 @@ static inline int shader_skip_opcode(
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* Note: This function assumes source or destination token format.
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* It will not work with specially-formatted tokens like DEF or DCL,
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* but hopefully those would be recognized */
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int shader_skip_unrecognized(
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IWineD3DBaseShader* iface,
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const DWORD* pToken) {
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static int shader_skip_unrecognized(IWineD3DBaseShader *iface, const DWORD *pToken)
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{
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int tokens_read = 0;
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int i = 0;
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@ -165,9 +160,8 @@ int shader_skip_unrecognized(
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/* Convert floating point offset relative
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* to a register file to an absolute offset for float constants */
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unsigned int shader_get_float_offset(const DWORD reg) {
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static unsigned int shader_get_float_offset(const DWORD reg)
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{
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unsigned int regnum = reg & WINED3DSP_REGNUM_MASK;
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int regtype = shader_get_regtype(reg);
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@ -602,12 +596,8 @@ static void shader_dump_arr_entry(
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TRACE("]");
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}
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void shader_dump_param(
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IWineD3DBaseShader *iface,
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const DWORD param,
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const DWORD addr_token,
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int input) {
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static void shader_dump_param(IWineD3DBaseShader *iface, const DWORD param, const DWORD addr_token, int input)
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{
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IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
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static const char * const rastout_reg_names[] = { "oPos", "oFog", "oPts" };
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static const char * const misctype_reg_names[] = { "vPos", "vFace"};
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@ -896,8 +886,8 @@ void shader_generate_main(IWineD3DBaseShader *iface, SHADER_BUFFER* buffer,
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}
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}
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void shader_dump_ins_modifiers(const DWORD output) {
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static void shader_dump_ins_modifiers(const DWORD output)
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{
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DWORD shift = (output & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
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DWORD mmask = output & WINED3DSP_DSTMOD_MASK;
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@ -63,7 +63,7 @@ HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object) {
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}
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/** Copy all members of one stateblock to another */
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void stateblock_savedstates_copy(IWineD3DStateBlock* iface, SAVEDSTATES *dest, const SAVEDSTATES *source)
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static void stateblock_savedstates_copy(IWineD3DStateBlock* iface, SAVEDSTATES *dest, const SAVEDSTATES *source)
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{
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IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
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unsigned bsize = sizeof(BOOL);
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@ -1795,8 +1795,6 @@ extern void stateblock_savedstates_set(
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SAVEDSTATES* states,
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BOOL value);
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extern void stateblock_savedstates_copy(IWineD3DStateBlock *iface, SAVEDSTATES *dest, const SAVEDSTATES *source);
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extern void stateblock_copy(
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IWineD3DStateBlock* destination,
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IWineD3DStateBlock* source);
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@ -2169,29 +2167,10 @@ extern HRESULT shader_get_registers_used(
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extern void shader_generate_main(IWineD3DBaseShader *iface, SHADER_BUFFER *buffer,
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const shader_reg_maps *reg_maps, const DWORD *pFunction);
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extern void shader_dump_ins_modifiers(
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const DWORD output);
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extern void shader_dump_param(
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IWineD3DBaseShader *iface,
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const DWORD param,
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const DWORD addr_token,
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int input);
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extern void shader_trace_init(
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IWineD3DBaseShader *iface,
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const DWORD* pFunction);
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extern int shader_get_param(
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IWineD3DBaseShader* iface,
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const DWORD* pToken,
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DWORD* param,
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DWORD* addr_token);
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extern int shader_skip_unrecognized(
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IWineD3DBaseShader* iface,
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const DWORD* pToken);
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static inline int shader_get_regtype(const DWORD param) {
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return (((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) |
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((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2));
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@ -2201,8 +2180,6 @@ static inline int shader_get_writemask(const DWORD param) {
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return param & WINED3DSP_WRITEMASK_ALL;
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}
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extern unsigned int shader_get_float_offset(const DWORD reg);
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static inline BOOL shader_is_pshader_version(DWORD token) {
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return 0xFFFF0000 == (token & 0xFFFF0000);
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}
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