wined3d: Remove unneeded address-of operators from function names.

This commit is contained in:
Andrew Talbot 2008-07-06 13:00:52 +01:00 committed by Alexandre Julliard
parent 5806e4b504
commit 6ced8a3f55
3 changed files with 46 additions and 46 deletions

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@ -2098,20 +2098,20 @@ static void shader_arb_fragment_enable(IWineD3DDevice *iface, BOOL enable) {
} }
const shader_backend_t arb_program_shader_backend = { const shader_backend_t arb_program_shader_backend = {
&shader_arb_select, shader_arb_select,
&shader_arb_select_depth_blt, shader_arb_select_depth_blt,
&shader_arb_destroy_depth_blt, shader_arb_destroy_depth_blt,
&shader_arb_load_constants, shader_arb_load_constants,
&shader_arb_cleanup, shader_arb_cleanup,
&shader_arb_color_correction, shader_arb_color_correction,
&shader_arb_destroy, shader_arb_destroy,
&shader_arb_alloc, shader_arb_alloc,
&shader_arb_free, shader_arb_free,
&shader_arb_dirty_const, shader_arb_dirty_const,
&shader_arb_generate_pshader, shader_arb_generate_pshader,
&shader_arb_generate_vshader, shader_arb_generate_vshader,
&shader_arb_get_caps, shader_arb_get_caps,
&shader_arb_load_init, shader_arb_load_init,
&shader_arb_fragment_enable, shader_arb_fragment_enable,
FFPStateTable FFPStateTable
}; };

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@ -1201,21 +1201,21 @@ static void shader_none_fragment_enable(IWineD3DDevice *iface, BOOL enable) {
#undef GLINFO_LOCATION #undef GLINFO_LOCATION
const shader_backend_t none_shader_backend = { const shader_backend_t none_shader_backend = {
&shader_none_select, shader_none_select,
&shader_none_select_depth_blt, shader_none_select_depth_blt,
&shader_none_destroy_depth_blt, shader_none_destroy_depth_blt,
&shader_none_load_constants, shader_none_load_constants,
&shader_none_cleanup, shader_none_cleanup,
&shader_none_color_correction, shader_none_color_correction,
&shader_none_destroy, shader_none_destroy,
&shader_none_alloc, shader_none_alloc,
&shader_none_free, shader_none_free,
&shader_none_dirty_const, shader_none_dirty_const,
&shader_none_generate_pshader, shader_none_generate_pshader,
&shader_none_generate_vshader, shader_none_generate_vshader,
&shader_none_get_caps, shader_none_get_caps,
&shader_none_load_init, shader_none_load_init,
&shader_none_fragment_enable, shader_none_fragment_enable,
FFPStateTable FFPStateTable
}; };

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@ -3473,7 +3473,7 @@ static BOOL glsl_program_key_compare(void *keya, void *keyb) {
static HRESULT shader_glsl_alloc(IWineD3DDevice *iface) { static HRESULT shader_glsl_alloc(IWineD3DDevice *iface) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
This->shader_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_glsl_priv)); This->shader_priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_glsl_priv));
This->glsl_program_lookup = hash_table_create(&glsl_program_key_hash, &glsl_program_key_compare); This->glsl_program_lookup = hash_table_create(glsl_program_key_hash, glsl_program_key_compare);
return WINED3D_OK; return WINED3D_OK;
} }
@ -3693,20 +3693,20 @@ static void shader_glsl_fragment_enable(IWineD3DDevice *iface, BOOL enable) {
} }
const shader_backend_t glsl_shader_backend = { const shader_backend_t glsl_shader_backend = {
&shader_glsl_select, shader_glsl_select,
&shader_glsl_select_depth_blt, shader_glsl_select_depth_blt,
&shader_glsl_destroy_depth_blt, shader_glsl_destroy_depth_blt,
&shader_glsl_load_constants, shader_glsl_load_constants,
&shader_glsl_cleanup, shader_glsl_cleanup,
&shader_glsl_color_correction, shader_glsl_color_correction,
&shader_glsl_destroy, shader_glsl_destroy,
&shader_glsl_alloc, shader_glsl_alloc,
&shader_glsl_free, shader_glsl_free,
&shader_glsl_dirty_const, shader_glsl_dirty_const,
&shader_glsl_generate_pshader, shader_glsl_generate_pshader,
&shader_glsl_generate_vshader, shader_glsl_generate_vshader,
&shader_glsl_get_caps, shader_glsl_get_caps,
&shader_glsl_load_init, shader_glsl_load_init,
&shader_glsl_fragment_enable, shader_glsl_fragment_enable,
FFPStateTable FFPStateTable
}; };