Fix some missing-declarations warnings.
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eae4e45c01
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190e1597ff
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@ -150,7 +150,7 @@ void setupTextureStates(LPDIRECT3DDEVICE8 iface, DWORD Stage, DWORD Flags) {
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}
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/* Convert the D3DLIGHT8 properties into equivalent gl lights */
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void setup_light(LPDIRECT3DDEVICE8 iface, LONG Index, PLIGHTINFOEL *lightInfo) {
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static void setup_light(LPDIRECT3DDEVICE8 iface, LONG Index, PLIGHTINFOEL *lightInfo) {
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float quad_att;
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float colRGBA[] = {0.0, 0.0, 0.0, 0.0};
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@ -56,7 +56,7 @@ typedef struct _D3DVECTOR_4 {
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a vertex shader will be in use. Note the fvf bits returned may be split over
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multiple streams only if the vertex shader was created, otherwise it all relates
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to stream 0 */
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BOOL initializeFVF(LPDIRECT3DDEVICE8 iface,
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static BOOL initializeFVF(LPDIRECT3DDEVICE8 iface,
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DWORD *FVFbits, /* What to expect in the FVF across all streams */
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BOOL *useVertexShaderFunction) /* Should we use the vertex shader */
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{
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@ -109,7 +109,7 @@ BOOL initializeFVF(LPDIRECT3DDEVICE8 iface,
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}
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/* Issues the glBegin call for gl given the primitive type and count */
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DWORD primitiveToGl(D3DPRIMITIVETYPE PrimitiveType,
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static DWORD primitiveToGl(D3DPRIMITIVETYPE PrimitiveType,
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DWORD NumPrimitives,
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GLenum *primType)
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{
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@ -162,7 +162,7 @@ DWORD primitiveToGl(D3DPRIMITIVETYPE PrimitiveType,
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/* Ensure the appropriate material states are set up - only change
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state if really required */
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void init_materials(LPDIRECT3DDEVICE8 iface, BOOL isDiffuseSupplied) {
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static void init_materials(LPDIRECT3DDEVICE8 iface, BOOL isDiffuseSupplied) {
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BOOL requires_material_reset = FALSE;
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IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
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@ -227,7 +227,7 @@ static GLfloat invymat[16]={
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/* Setup views - Transformed & lit if RHW, else untransformed.
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Only unlit if Normals are supplied
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Returns: Whether to restore lighting afterwards */
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BOOL primitiveInitState(LPDIRECT3DDEVICE8 iface, BOOL vtx_transformed, BOOL vtx_lit, BOOL useVS) {
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static BOOL primitiveInitState(LPDIRECT3DDEVICE8 iface, BOOL vtx_transformed, BOOL vtx_lit, BOOL useVS) {
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BOOL isLightingOn = FALSE;
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IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
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@ -357,7 +357,7 @@ BOOL primitiveInitState(LPDIRECT3DDEVICE8 iface, BOOL vtx_transformed, BOOL vtx_
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return isLightingOn;
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}
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void primitiveConvertToStridedData(LPDIRECT3DDEVICE8 iface, Direct3DVertexStridedData *strided, LONG BaseVertexIndex) {
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static void primitiveConvertToStridedData(LPDIRECT3DDEVICE8 iface, Direct3DVertexStridedData *strided, LONG BaseVertexIndex) {
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short LoopThroughTo = 0;
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short nStream;
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@ -513,7 +513,7 @@ void primitiveConvertToStridedData(LPDIRECT3DDEVICE8 iface, Direct3DVertexStride
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}
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/* Draw a single vertex using this information */
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void draw_vertex(LPDIRECT3DDEVICE8 iface, /* interface */
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static void draw_vertex(LPDIRECT3DDEVICE8 iface, /* interface */
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BOOL isXYZ, float x, float y, float z, float rhw, /* xyzn position*/
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BOOL isNormal, float nx, float ny, float nz, /* normal */
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BOOL isDiffuse, float *dRGBA, /* 1st colors */
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@ -662,7 +662,7 @@ void draw_vertex(LPDIRECT3DDEVICE8 iface, /* interf
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* Faster GL version using pointers to data, harder to debug though
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* Note does not handle vertex shaders yet
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*/
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void drawStridedFast(LPDIRECT3DDEVICE8 iface, Direct3DVertexStridedData *sd,
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static void drawStridedFast(LPDIRECT3DDEVICE8 iface, Direct3DVertexStridedData *sd,
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int PrimitiveType, ULONG NumPrimitives,
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const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx) {
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unsigned int textureNo = 0;
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@ -923,7 +923,7 @@ void drawStridedFast(LPDIRECT3DDEVICE8 iface, Direct3DVertexStridedData *sd,
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* Actually draw using the supplied information.
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* Slower GL version which extracts info about each vertex in turn
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*/
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void drawStridedSlow(LPDIRECT3DDEVICE8 iface, Direct3DVertexStridedData *sd,
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static void drawStridedSlow(LPDIRECT3DDEVICE8 iface, Direct3DVertexStridedData *sd,
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int PrimitiveType, ULONG NumPrimitives,
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const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx) {
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@ -1233,7 +1233,7 @@ void drawStridedSlow(LPDIRECT3DDEVICE8 iface, Direct3DVertexStridedData *sd,
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* Note: strided data is uninitialized, as we need to pass the vertex
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* shader directly as ordering irs yet
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*/
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void drawStridedSoftwareVS(LPDIRECT3DDEVICE8 iface, Direct3DVertexStridedData *sd,
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static void drawStridedSoftwareVS(LPDIRECT3DDEVICE8 iface, Direct3DVertexStridedData *sd,
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int PrimitiveType, ULONG NumPrimitives,
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const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx) {
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@ -1368,7 +1368,7 @@ void drawStridedSoftwareVS(LPDIRECT3DDEVICE8 iface, Direct3DVertexStridedData *s
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checkGLcall("glEnd and previous calls");
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}
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void drawStridedHardwareVS(LPDIRECT3DDEVICE8 iface, Direct3DVertexStridedData *sd,
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static void drawStridedHardwareVS(LPDIRECT3DDEVICE8 iface, Direct3DVertexStridedData *sd,
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int PrimitiveType, ULONG NumPrimitives,
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const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx) {
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@ -115,7 +115,7 @@ const float identity[16] = {1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1}; /* When needed
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* Utility functions follow
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**********************************************************/
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/* Convert the D3DLIGHT properties into equivalent gl lights */
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void setup_light(IWineD3DDevice *iface, LONG Index, PLIGHTINFOEL *lightInfo) {
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static void setup_light(IWineD3DDevice *iface, LONG Index, PLIGHTINFOEL *lightInfo) {
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float quad_att;
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float colRGBA[] = {0.0, 0.0, 0.0, 0.0};
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@ -40,7 +40,7 @@ extern IDirect3DPixelShaderImpl* PixelShaders[64];
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a vertex shader will be in use. Note the fvf bits returned may be split over
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multiple streams only if the vertex shader was created, otherwise it all relates
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to stream 0 */
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BOOL initializeFVF(IWineD3DDevice *iface,
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static BOOL initializeFVF(IWineD3DDevice *iface,
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DWORD *FVFbits, /* What to expect in the FVF across all streams */
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BOOL *useVertexShaderFunction) /* Should we use the vertex shader */
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{
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@ -99,7 +99,7 @@ BOOL initializeFVF(IWineD3DDevice *iface,
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}
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/* Issues the glBegin call for gl given the primitive type and count */
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DWORD primitiveToGl(D3DPRIMITIVETYPE PrimitiveType,
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static DWORD primitiveToGl(D3DPRIMITIVETYPE PrimitiveType,
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DWORD NumPrimitives,
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GLenum *primType)
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{
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@ -152,7 +152,7 @@ DWORD primitiveToGl(D3DPRIMITIVETYPE PrimitiveType,
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/* Ensure the appropriate material states are set up - only change
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state if really required */
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void init_materials(IWineD3DDevice *iface, BOOL isDiffuseSupplied) {
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static void init_materials(IWineD3DDevice *iface, BOOL isDiffuseSupplied) {
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BOOL requires_material_reset = FALSE;
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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@ -217,7 +217,7 @@ static GLfloat invymat[16]={
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/* Setup views - Transformed & lit if RHW, else untransformed.
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Only unlit if Normals are supplied
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Returns: Whether to restore lighting afterwards */
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BOOL primitiveInitState(IWineD3DDevice *iface, BOOL vtx_transformed, BOOL vtx_lit, BOOL useVS) {
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static BOOL primitiveInitState(IWineD3DDevice *iface, BOOL vtx_transformed, BOOL vtx_lit, BOOL useVS) {
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BOOL isLightingOn = FALSE;
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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@ -533,7 +533,7 @@ void primitiveDeclarationConvertToStridedData(IWineD3DDevice *iface, Direct3DVer
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}
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void primitiveConvertToStridedData(IWineD3DDevice *iface, Direct3DVertexStridedData *strided, LONG BaseVertexIndex) {
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static void primitiveConvertToStridedData(IWineD3DDevice *iface, Direct3DVertexStridedData *strided, LONG BaseVertexIndex) {
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short LoopThroughTo = 0;
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short nStream;
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@ -691,7 +691,7 @@ void primitiveConvertToStridedData(IWineD3DDevice *iface, Direct3DVertexStridedD
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}
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/* Draw a single vertex using this information */
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void draw_vertex(IWineD3DDevice *iface, /* interface */
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static void draw_vertex(IWineD3DDevice *iface, /* interface */
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BOOL isXYZ, float x, float y, float z, float rhw, /* xyzn position*/
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BOOL isNormal, float nx, float ny, float nz, /* normal */
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BOOL isDiffuse, float *dRGBA, /* 1st colors */
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@ -824,7 +824,7 @@ void draw_vertex(IWineD3DDevice *iface, /* interfac
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* Faster GL version using pointers to data, harder to debug though
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* Note does not handle vertex shaders yet
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*/
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void drawStridedFast(IWineD3DDevice *iface, Direct3DVertexStridedData *sd,
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static void drawStridedFast(IWineD3DDevice *iface, Direct3DVertexStridedData *sd,
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int PrimitiveType, ULONG NumPrimitives,
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const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx) {
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unsigned int textureNo = 0;
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@ -1080,7 +1080,7 @@ void drawStridedFast(IWineD3DDevice *iface, Direct3DVertexStridedData *sd,
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* Actually draw using the supplied information.
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* Slower GL version which extracts info about each vertex in turn
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*/
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void drawStridedSlow(IWineD3DDevice *iface, Direct3DVertexStridedData *sd,
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static void drawStridedSlow(IWineD3DDevice *iface, Direct3DVertexStridedData *sd,
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int PrimitiveType, ULONG NumPrimitives,
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const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx) {
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@ -1516,7 +1516,7 @@ void drawStridedSoftwareVS(IWineD3DDevice *iface, Direct3DVertexStridedData *sd,
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checkGLcall("glEnd and previous calls");
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}
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void drawStridedHardwareVS(IWineD3DDevice *iface, Direct3DVertexStridedData *sd,
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static void drawStridedHardwareVS(IWineD3DDevice *iface, Direct3DVertexStridedData *sd,
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int PrimitiveType, ULONG NumPrimitives,
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const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx) {
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