Don't define some functions/variables if they won't be used after in
wined3d.
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@ -5418,10 +5418,6 @@ HRESULT WINAPI IWineD3DDeviceImpl_GetDepthStencilSurface(IWineD3DDevice* iface
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HRESULT WINAPI static IWineD3DDeviceImpl_ActiveRender(IWineD3DDevice* iface,
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IWineD3DSurface *RenderSurface);
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HRESULT WINAPI static IWineD3DDeviceImpl_CleanRender(IWineD3DDevice* iface, IWineD3DSwapChainImpl *swapchain);
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HRESULT WINAPI static IWineD3DDeviceImpl_FindGLContext(IWineD3DDevice *iface, IWineD3DSurface *pSurface, glContext **context);
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HRESULT WINAPI IWineD3DDeviceImpl_SetRenderTarget(IWineD3DDevice *iface, DWORD RenderTargetIndex, IWineD3DSurface *pRenderTarget) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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HRESULT hr = D3D_OK;
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@ -5521,6 +5517,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_SetDepthStencilSurface(IWineD3DDevice *iface,
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}
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#ifdef GL_VERSION_1_3
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/* Internal functions not in DirectX */
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/** TODO: move this off to the opengl context manager
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*(the swapchain doesn't need to know anything about offscreen rendering!)
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@ -5602,6 +5599,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_FindGLContext(IWineD3DDevice *iface, IWineD3DS
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else
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return E_OUTOFMEMORY;
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}
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#endif
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/** FIXME: This is currently used called whenever SetRenderTarget or SetStencilBuffer are called
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* the functionality needs splitting up so that we don't do more than we should do.
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@ -5609,11 +5607,8 @@ HRESULT WINAPI IWineD3DDeviceImpl_FindGLContext(IWineD3DDevice *iface, IWineD3DS
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******************************/
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HRESULT WINAPI IWineD3DDeviceImpl_ActiveRender(IWineD3DDevice* iface,
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IWineD3DSurface *RenderSurface) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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IWineD3DSurface *StencilSurface = This->stencilBufferTarget;
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HRESULT ret = D3DERR_INVALIDCALL;
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IWineD3DSurface *tmp;
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/**
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* Currently only active for GLX >= 1.3
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* for others versions we'll have to use GLXPixmaps
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@ -5631,6 +5626,9 @@ HRESULT WINAPI IWineD3DDeviceImpl_ActiveRender(IWineD3DDevice* iface,
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*/
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#if defined(GL_VERSION_1_3)
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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IWineD3DSurface *StencilSurface = This->stencilBufferTarget;
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IWineD3DSurface *tmp;
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/** TODO: we only need to look up the configuration !IF! we are setting the target to a texture **/
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GLXFBConfig* cfgs = NULL;
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int nCfgs = 0;
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