wined3d: Make some functions static.
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -4279,13 +4279,13 @@ static void adapter_gl_destroy_device(struct wined3d_device *device)
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heap_free(device_gl);
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}
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struct wined3d_context *adapter_gl_acquire_context(struct wined3d_device *device,
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static struct wined3d_context *adapter_gl_acquire_context(struct wined3d_device *device,
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struct wined3d_texture *texture, unsigned int sub_resource_idx)
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{
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return wined3d_context_gl_acquire(device, texture, sub_resource_idx);
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}
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void adapter_gl_release_context(struct wined3d_context *context)
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static void adapter_gl_release_context(struct wined3d_context *context)
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{
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return wined3d_context_gl_release(wined3d_context_gl(context));
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}
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@ -536,7 +536,7 @@ static void adapter_vk_destroy_device(struct wined3d_device *device)
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heap_free(device_vk);
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}
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struct wined3d_context *adapter_vk_acquire_context(struct wined3d_device *device,
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static struct wined3d_context *adapter_vk_acquire_context(struct wined3d_device *device,
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struct wined3d_texture *texture, unsigned int sub_resource_idx)
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{
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TRACE("device %p, texture %p, sub_resource_idx %u.\n", device, texture, sub_resource_idx);
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@ -549,7 +549,7 @@ struct wined3d_context *adapter_vk_acquire_context(struct wined3d_device *device
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return &wined3d_device_vk(device)->context_vk.c;
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}
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void adapter_vk_release_context(struct wined3d_context *context)
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static void adapter_vk_release_context(struct wined3d_context *context)
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{
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TRACE("context %p.\n", context);
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}
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@ -2687,7 +2687,7 @@ static void adapter_no3d_destroy_device(struct wined3d_device *device)
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heap_free(device);
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}
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struct wined3d_context *adapter_no3d_acquire_context(struct wined3d_device *device,
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static struct wined3d_context *adapter_no3d_acquire_context(struct wined3d_device *device,
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struct wined3d_texture *texture, unsigned int sub_resource_idx)
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{
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TRACE("device %p, texture %p, sub_resource_idx %u.\n", device, texture, sub_resource_idx);
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@ -2700,7 +2700,7 @@ struct wined3d_context *adapter_no3d_acquire_context(struct wined3d_device *devi
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return &wined3d_device_no3d(device)->context_no3d;
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}
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void adapter_no3d_release_context(struct wined3d_context *context)
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static void adapter_no3d_release_context(struct wined3d_context *context)
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{
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TRACE("context %p.\n", context);
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}
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@ -3044,7 +3044,7 @@ static void adapter_no3d_dispatch_compute(struct wined3d_device *device,
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ERR("device %p, state %p, parameters %p.\n", device, state, parameters);
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}
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void adapter_no3d_clear_uav(struct wined3d_context *context,
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static void adapter_no3d_clear_uav(struct wined3d_context *context,
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struct wined3d_unordered_access_view *view, const struct wined3d_uvec4 *clear_value)
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{
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ERR("context %p, view %p, clear_value %s.\n", context, view, debug_uvec4(clear_value));
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@ -419,7 +419,7 @@ static void shader_glsl_add_version_declaration(struct wined3d_string_buffer *bu
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shader_addline(buffer, "#version %u\n", shader_glsl_get_version(gl_info));
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}
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unsigned int shader_glsl_full_ffp_varyings(const struct wined3d_gl_info *gl_info)
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static unsigned int shader_glsl_full_ffp_varyings(const struct wined3d_gl_info *gl_info)
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{
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/* On core profile we have to also count diffuse and specular colours and
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* the fog coordinate. */
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