diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c index 1e7e51a9f22..f03e23b139e 100644 --- a/dlls/wined3d/arb_program_shader.c +++ b/dlls/wined3d/arb_program_shader.c @@ -1631,7 +1631,7 @@ static GLuint create_arb_blt_vertex_program(const WineD3D_GL_Info *gl_info) static GLuint create_arb_blt_fragment_program(const WineD3D_GL_Info *gl_info, enum tex_types tex_type) { GLuint program_id = 0; - const char *blt_fprograms[tex_type_count] = + static const char * const blt_fprograms[tex_type_count] = { /* tex_1d */ NULL, diff --git a/dlls/wined3d/drawprim.c b/dlls/wined3d/drawprim.c index 7603103fb43..243ed61009e 100644 --- a/dlls/wined3d/drawprim.c +++ b/dlls/wined3d/drawprim.c @@ -1092,11 +1092,11 @@ HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)"); IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_FILLMODE)); if(patch->has_normals) { - const GLfloat black[4] = {0, 0, 0, 0}; - const GLfloat red[4] = {1, 0, 0, 0}; - const GLfloat green[4] = {0, 1, 0, 0}; - const GLfloat blue[4] = {0, 0, 1, 0}; - const GLfloat white[4] = {1, 1, 1, 1}; + static const GLfloat black[] = {0, 0, 0, 0}; + static const GLfloat red[] = {1, 0, 0, 0}; + static const GLfloat green[] = {0, 1, 0, 0}; + static const GLfloat blue[] = {0, 0, 1, 0}; + static const GLfloat white[] = {1, 1, 1, 1}; glEnable(GL_LIGHTING); checkGLcall("glEnable(GL_LIGHTING)"); glLightModelfv(GL_LIGHT_MODEL_AMBIENT, black); @@ -1263,9 +1263,9 @@ HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, if(patch->has_normals) { /* Now do the same with reverse light directions */ - const GLfloat x[4] = {-1, 0, 0, 0}; - const GLfloat y[4] = { 0, -1, 0, 0}; - const GLfloat z[4] = { 0, 0, -1, 0}; + static const GLfloat x[] = {-1, 0, 0, 0}; + static const GLfloat y[] = { 0, -1, 0, 0}; + static const GLfloat z[] = { 0, 0, -1, 0}; glLightfv(GL_LIGHT0, GL_POSITION, x); glLightfv(GL_LIGHT1, GL_POSITION, y); glLightfv(GL_LIGHT2, GL_POSITION, z); diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index f1a0f956a32..6ec2591be46 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -96,7 +96,8 @@ static void print_glsl_info_log(const WineD3D_GL_Info *gl_info, GLhandleARB obj) unsigned int i; BOOL is_spam; - const char *spam[] = { + static const char * const spam[] = + { "Vertex shader was successfully compiled to run on hardware.\n", /* fglrx */ "Fragment shader was successfully compiled to run on hardware.\n", /* fglrx */ "Fragment shader(s) linked, vertex shader(s) linked. \n ", /* fglrx, with \n */ @@ -3306,7 +3307,8 @@ static GLhandleARB create_glsl_blt_shader(const WineD3D_GL_Info *gl_info, enum t { GLhandleARB program_id; GLhandleARB vshader_id, pshader_id; - const char *blt_vshader[] = { + static const char *blt_vshader[] = + { "#version 120\n" "void main(void)\n" "{\n" @@ -3316,7 +3318,8 @@ static GLhandleARB create_glsl_blt_shader(const WineD3D_GL_Info *gl_info, enum t "}\n" }; - const char *blt_pshaders[tex_type_count] = { + static const char *blt_pshaders[tex_type_count] = + { /* tex_1d */ NULL, /* tex_2d */ diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c index 0da9842a98a..66424837708 100644 --- a/dlls/wined3d/state.c +++ b/dlls/wined3d/state.c @@ -702,7 +702,7 @@ state_specularenable(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DCon checkGLcall("glFinalCombinerInputNV()"); } } else { - const GLfloat black[4] = {0.0f, 0.0f, 0.0f, 0.0f}; + static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f}; /* for the case of enabled lighting: */ glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]); @@ -1323,7 +1323,7 @@ static void state_colormat(DWORD state, IWineD3DStateBlockImpl *stateblock, Wine glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*)&device->updateStateBlock->material.Specular); checkGLcall("glMaterialfv"); } else { - const GLfloat black[4] = {0.0f, 0.0f, 0.0f, 0.0f}; + static const GLfloat black[] = {0.0f, 0.0f, 0.0f, 0.0f}; glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]); checkGLcall("glMaterialfv"); } @@ -3175,10 +3175,10 @@ static void loadTexCoords(IWineD3DStateBlockImpl *stateblock, const WineDirect3D static void tex_coordindex(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) { DWORD stage = (state - STATE_TEXTURESTAGE(0, 0)) / WINED3D_HIGHEST_TEXTURE_STATE; DWORD mapped_stage = stateblock->wineD3DDevice->texUnitMap[stage]; - const GLfloat s_plane[] = { 1.0, 0.0, 0.0, 0.0 }; - const GLfloat t_plane[] = { 0.0, 1.0, 0.0, 0.0 }; - const GLfloat r_plane[] = { 0.0, 0.0, 1.0, 0.0 }; - const GLfloat q_plane[] = { 0.0, 0.0, 0.0, 1.0 }; + static const GLfloat s_plane[] = { 1.0, 0.0, 0.0, 0.0 }; + static const GLfloat t_plane[] = { 0.0, 1.0, 0.0, 0.0 }; + static const GLfloat r_plane[] = { 0.0, 0.0, 1.0, 0.0 }; + static const GLfloat q_plane[] = { 0.0, 0.0, 0.0, 1.0 }; if (mapped_stage == -1) { TRACE("No texture unit mapped to stage %d. Skipping texture coordinates.\n", stage);