diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h index bb8aae863ed..e01b5f390e0 100644 --- a/dlls/wined3d/wined3d_private.h +++ b/dlls/wined3d/wined3d_private.h @@ -181,9 +181,6 @@ const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1]; const GLenum magLookup[WINED3DTEXF_ANISOTROPIC + 1]; const GLenum magLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1]; -extern const struct filter_lookup filter_lookup_nofilter; -extern struct filter_lookup filter_lookup; - /* float_16_to_32() and float_32_to_16() (see implementation in * surface_base.c) convert 16 bit floats in the FLOAT16 data type * to standard C floats and vice versa. They do not depend on the encoding @@ -1474,12 +1471,6 @@ extern const IWineD3DVtbl IWineD3D_Vtbl; BOOL InitAdapters(IWineD3DImpl *This); -/* TODO: setup some flags in the registry to enable, disable pbuffer support -(since it will break quite a few things until contexts are managed properly!) */ -extern BOOL pbuffer_support; -/* allocate one pbuffer per surface */ -extern BOOL pbuffer_per_surface; - /* A helper function that dumps a resource list */ void dumpResources(struct list *list); @@ -1794,10 +1785,6 @@ HRESULT basetexture_set_autogen_filter_type(IWineD3DBaseTexture *iface, WINED3DT BOOL basetexture_set_dirty(IWineD3DBaseTexture *iface, BOOL dirty); DWORD basetexture_set_lod(IWineD3DBaseTexture *iface, DWORD new_lod); void basetexture_unload(IWineD3DBaseTexture *iface); -static inline void basetexture_setsrgbcache(IWineD3DBaseTexture *iface, BOOL srgb) { - IWineD3DBaseTextureImpl *This = (IWineD3DBaseTextureImpl *)iface; - This->baseTexture.is_srgb = srgb; -} /***************************************************************************** * IWineD3DTexture implementation structure (extends IWineD3DBaseTextureImpl)