wined3d: Make some constant arrays also static.
As pointed out by Dan Kegel.
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bcf0b4b128
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b409061337
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@ -1631,7 +1631,7 @@ static GLuint create_arb_blt_vertex_program(const WineD3D_GL_Info *gl_info)
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static GLuint create_arb_blt_fragment_program(const WineD3D_GL_Info *gl_info, enum tex_types tex_type)
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{
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GLuint program_id = 0;
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const char *blt_fprograms[tex_type_count] =
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static const char * const blt_fprograms[tex_type_count] =
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{
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/* tex_1d */
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NULL,
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@ -1092,11 +1092,11 @@ HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This,
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checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
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IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_FILLMODE));
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if(patch->has_normals) {
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const GLfloat black[4] = {0, 0, 0, 0};
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const GLfloat red[4] = {1, 0, 0, 0};
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const GLfloat green[4] = {0, 1, 0, 0};
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const GLfloat blue[4] = {0, 0, 1, 0};
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const GLfloat white[4] = {1, 1, 1, 1};
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static const GLfloat black[] = {0, 0, 0, 0};
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static const GLfloat red[] = {1, 0, 0, 0};
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static const GLfloat green[] = {0, 1, 0, 0};
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static const GLfloat blue[] = {0, 0, 1, 0};
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static const GLfloat white[] = {1, 1, 1, 1};
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glEnable(GL_LIGHTING);
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checkGLcall("glEnable(GL_LIGHTING)");
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glLightModelfv(GL_LIGHT_MODEL_AMBIENT, black);
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@ -1263,9 +1263,9 @@ HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This,
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if(patch->has_normals) {
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/* Now do the same with reverse light directions */
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const GLfloat x[4] = {-1, 0, 0, 0};
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const GLfloat y[4] = { 0, -1, 0, 0};
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const GLfloat z[4] = { 0, 0, -1, 0};
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static const GLfloat x[] = {-1, 0, 0, 0};
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static const GLfloat y[] = { 0, -1, 0, 0};
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static const GLfloat z[] = { 0, 0, -1, 0};
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glLightfv(GL_LIGHT0, GL_POSITION, x);
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glLightfv(GL_LIGHT1, GL_POSITION, y);
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glLightfv(GL_LIGHT2, GL_POSITION, z);
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@ -96,7 +96,8 @@ static void print_glsl_info_log(const WineD3D_GL_Info *gl_info, GLhandleARB obj)
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unsigned int i;
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BOOL is_spam;
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const char *spam[] = {
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static const char * const spam[] =
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{
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"Vertex shader was successfully compiled to run on hardware.\n", /* fglrx */
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"Fragment shader was successfully compiled to run on hardware.\n", /* fglrx */
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"Fragment shader(s) linked, vertex shader(s) linked. \n ", /* fglrx, with \n */
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@ -3306,7 +3307,8 @@ static GLhandleARB create_glsl_blt_shader(const WineD3D_GL_Info *gl_info, enum t
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{
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GLhandleARB program_id;
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GLhandleARB vshader_id, pshader_id;
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const char *blt_vshader[] = {
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static const char *blt_vshader[] =
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{
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"#version 120\n"
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"void main(void)\n"
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"{\n"
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@ -3316,7 +3318,8 @@ static GLhandleARB create_glsl_blt_shader(const WineD3D_GL_Info *gl_info, enum t
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"}\n"
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};
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const char *blt_pshaders[tex_type_count] = {
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static const char *blt_pshaders[tex_type_count] =
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{
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/* tex_1d */
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NULL,
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/* tex_2d */
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@ -702,7 +702,7 @@ state_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DCon
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checkGLcall("glFinalCombinerInputNV()");
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}
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} else {
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const GLfloat black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
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static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
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/* for the case of enabled lighting: */
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glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
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@ -1323,7 +1323,7 @@ static void state_colormat(DWORD state, IWineD3DStateBlockImpl *stateblock, Wine
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glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*)&device->updateStateBlock->material.Specular);
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checkGLcall("glMaterialfv");
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} else {
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const GLfloat black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
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static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f};
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glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
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checkGLcall("glMaterialfv");
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}
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@ -3175,10 +3175,10 @@ static void loadTexCoords(IWineD3DStateBlockImpl *stateblock, const WineDirect3D
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static void tex_coordindex(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
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DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE;
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DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage];
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const GLfloat s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
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const GLfloat t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
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const GLfloat r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
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const GLfloat q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
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static const GLfloat s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
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static const GLfloat t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
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static const GLfloat r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
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static const GLfloat q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
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if (mapped_stage == -1) {
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TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage);
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