wined3d: Make surface_force_reload() static.
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82b7fc6855
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514c5f2648
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@ -38,7 +38,7 @@ static void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4]
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static void d3dfmt_p8_upload_palette(IWineD3DSurface *iface, CONVERT_TYPES convert);
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static void d3dfmt_p8_upload_palette(IWineD3DSurface *iface, CONVERT_TYPES convert);
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static void surface_remove_pbo(IWineD3DSurfaceImpl *This);
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static void surface_remove_pbo(IWineD3DSurfaceImpl *This);
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void surface_force_reload(IWineD3DSurface *iface)
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static void surface_force_reload(IWineD3DSurface *iface)
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{
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{
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IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
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IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
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@ -2464,7 +2464,6 @@ void state_fogstartend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DC
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void state_fog_fragpart(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
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void state_fog_fragpart(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context);
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void surface_add_dirty_rect(IWineD3DSurface *iface, const RECT *dirty_rect);
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void surface_add_dirty_rect(IWineD3DSurface *iface, const RECT *dirty_rect);
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void surface_force_reload(IWineD3DSurface *iface);
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GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
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GLenum surface_get_gl_buffer(IWineD3DSurface *iface, IWineD3DSwapChain *swapchain);
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void surface_load_ds_location(IWineD3DSurface *iface, DWORD location);
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void surface_load_ds_location(IWineD3DSurface *iface, DWORD location);
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void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location);
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void surface_modify_ds_location(IWineD3DSurface *iface, DWORD location);
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