d3d8: Make convert_to_wined3d_declaration() static.
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@ -618,8 +618,6 @@ HRESULT pixelshader_init(IDirect3DPixelShader8Impl *shader, IDirect3DDevice8Impl
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D3DFORMAT d3dformat_from_wined3dformat(WINED3DFORMAT format) DECLSPEC_HIDDEN;
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WINED3DFORMAT wined3dformat_from_d3dformat(D3DFORMAT format) DECLSPEC_HIDDEN;
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void load_local_constants(const DWORD *d3d8_elements, IWineD3DVertexShader *wined3d_vertex_shader) DECLSPEC_HIDDEN;
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UINT convert_to_wined3d_declaration(const DWORD *d3d8_elements, DWORD *d3d8_elements_size,
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WINED3DVERTEXELEMENT **wined3d_elements) DECLSPEC_HIDDEN;
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size_t parse_token(const DWORD *pToken) DECLSPEC_HIDDEN;
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#endif /* __WINE_D3DX8_PRIVATE_H */
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@ -301,7 +301,8 @@ static const wined3d_usage_t wined3d_usage_lookup[] = {
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};
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/* TODO: find out where rhw (or positionT) is for declaration8 */
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UINT convert_to_wined3d_declaration(const DWORD *d3d8_elements, DWORD *d3d8_elements_size, WINED3DVERTEXELEMENT **wined3d_elements)
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static UINT convert_to_wined3d_declaration(const DWORD *d3d8_elements, DWORD *d3d8_elements_size,
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WINED3DVERTEXELEMENT **wined3d_elements)
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{
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const DWORD *token = d3d8_elements;
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WINED3DVERTEXELEMENT *element;
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