diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index 6d1b10626ac..65edd3a92e5 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -54,7 +54,7 @@ void print_glsl_info_log(WineD3D_GL_Info *gl_info, GLhandleARB obj) { ****************************************************************************/ /* Prototypes */ -void shader_glsl_add_param( +static void shader_glsl_add_param( SHADER_OPCODE_ARG* arg, const DWORD param, const DWORD addr_token, @@ -84,7 +84,7 @@ static const char* shift_glsl_tab[] = { }; /** Print the beginning of the generated GLSL string. example: "reg_name.xyzw = vec4(" */ -void shader_glsl_add_dst(DWORD param, const char* reg_name, const char* reg_mask, char* outStr) { +static void shader_glsl_add_dst(DWORD param, const char* reg_name, const char* reg_mask, char* outStr) { int shift = (param & D3DSP_DSTSHIFT_MASK) >> D3DSP_DSTSHIFT_SHIFT; @@ -97,7 +97,7 @@ void shader_glsl_add_dst(DWORD param, const char* reg_name, const char* reg_mask } /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */ -void shader_glsl_gen_modifier ( +static void shader_glsl_gen_modifier ( const DWORD instr, const char *in_reg, const char *in_regswizzle, @@ -153,7 +153,7 @@ void shader_glsl_gen_modifier ( /** Writes the GLSL variable name that corresponds to the register that the * DX opcode parameter is trying to access */ -void shader_glsl_get_register_name( +static void shader_glsl_get_register_name( const DWORD param, const DWORD addr_token, char* regstr, @@ -270,7 +270,7 @@ void shader_glsl_get_register_name( } /* Writes the GLSL writemask for the destination register */ -void shader_glsl_get_output_register_swizzle( +static void shader_glsl_get_output_register_swizzle( const DWORD param, char *write_mask) { @@ -284,7 +284,7 @@ void shader_glsl_get_output_register_swizzle( } } -void shader_glsl_get_input_register_swizzle( +static void shader_glsl_get_input_register_swizzle( const DWORD param, BOOL is_color, char *reg_mask) { @@ -337,7 +337,7 @@ void shader_glsl_get_input_register_swizzle( /** From a given parameter token, generate the corresponding GLSL string. * Also, return the actual register name and swizzle in case the * caller needs this information as well. */ -void shader_glsl_add_param( +static void shader_glsl_add_param( SHADER_OPCODE_ARG* arg, const DWORD param, const DWORD addr_token, diff --git a/dlls/wined3d/pixelshader.c b/dlls/wined3d/pixelshader.c index 994cef60700..aaee6b1d6bc 100644 --- a/dlls/wined3d/pixelshader.c +++ b/dlls/wined3d/pixelshader.c @@ -140,7 +140,7 @@ static HRESULT WINAPI IWineD3DPixelShaderImpl_GetFunction(IWineD3DPixelShader* * pshader functions software VM */ -void pshader_add(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) { +static void pshader_add(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) { d->x = s0->x + s1->x; d->y = s0->y + s1->y; d->z = s0->z + s1->z; @@ -149,19 +149,19 @@ void pshader_add(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERV s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w)); } -void pshader_dp3(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) { +static void pshader_dp3(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) { d->x = d->y = d->z = d->w = s0->x * s1->x + s0->y * s1->y + s0->z * s1->z; PSTRACE(("executing dp3: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n", s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w)); } -void pshader_dp4(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) { +static void pshader_dp4(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) { d->x = d->y = d->z = d->w = s0->x * s1->x + s0->y * s1->y + s0->z * s1->z + s0->w * s1->w; PSTRACE(("executing dp4: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n", s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w)); } -void pshader_dst(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) { +static void pshader_dst(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) { d->x = 1.0f; d->y = s0->y * s1->y; d->z = s0->z; @@ -170,7 +170,7 @@ void pshader_dst(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERV s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w)); } -void pshader_expp(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { +static void pshader_expp(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { union { float f; DWORD d; @@ -187,14 +187,14 @@ void pshader_expp(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w)); } -void pshader_logp(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { +static void pshader_logp(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { float tmp_f = fabsf(s0->w); d->x = d->y = d->z = d->w = (0.0f != tmp_f) ? logf(tmp_f) / logf(2.0f) : -HUGE_VAL; PSTRACE(("executing logp: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n", s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w)); } -void pshader_mad(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1, WINED3DSHADERVECTOR* s2) { +static void pshader_mad(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1, WINED3DSHADERVECTOR* s2) { d->x = s0->x * s1->x + s2->x; d->y = s0->y * s1->y + s2->y; d->z = s0->z * s1->z + s2->z; @@ -203,7 +203,7 @@ void pshader_mad(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERV s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, s2->x, s2->y, s2->z, s2->w, d->x, d->y, d->z, d->w)); } -void pshader_max(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) { +static void pshader_max(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) { d->x = (s0->x >= s1->x) ? s0->x : s1->x; d->y = (s0->y >= s1->y) ? s0->y : s1->y; d->z = (s0->z >= s1->z) ? s0->z : s1->z; @@ -212,7 +212,7 @@ void pshader_max(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERV s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w)); } -void pshader_min(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) { +static void pshader_min(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) { d->x = (s0->x < s1->x) ? s0->x : s1->x; d->y = (s0->y < s1->y) ? s0->y : s1->y; d->z = (s0->z < s1->z) ? s0->z : s1->z; @@ -221,7 +221,7 @@ void pshader_min(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERV s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w)); } -void pshader_mov(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { +static void pshader_mov(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { d->x = s0->x; d->y = s0->y; d->z = s0->z; @@ -230,7 +230,7 @@ void pshader_mov(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w)); } -void pshader_mul(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) { +static void pshader_mul(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) { d->x = s0->x * s1->x; d->y = s0->y * s1->y; d->z = s0->z * s1->z; @@ -239,25 +239,25 @@ void pshader_mul(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERV s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w)); } -void pshader_nop(void) { +static void pshader_nop(void) { /* NOPPPP ahhh too easy ;) */ PSTRACE(("executing nop\n")); } -void pshader_rcp(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { +static void pshader_rcp(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { d->x = d->y = d->z = d->w = (0.0f == s0->w) ? HUGE_VAL : 1.0f / s0->w; PSTRACE(("executing rcp: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n", s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w)); } -void pshader_rsq(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { +static void pshader_rsq(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { float tmp_f = fabsf(s0->w); d->x = d->y = d->z = d->w = (0.0f == tmp_f) ? HUGE_VAL : ((1.0f != tmp_f) ? 1.0f / sqrtf(tmp_f) : 1.0f); PSTRACE(("executing rsq: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n", s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w)); } -void pshader_sge(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) { +static void pshader_sge(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) { d->x = (s0->x >= s1->x) ? 1.0f : 0.0f; d->y = (s0->y >= s1->y) ? 1.0f : 0.0f; d->z = (s0->z >= s1->z) ? 1.0f : 0.0f; @@ -266,7 +266,7 @@ void pshader_sge(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERV s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w)); } -void pshader_slt(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) { +static void pshader_slt(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) { d->x = (s0->x < s1->x) ? 1.0f : 0.0f; d->y = (s0->y < s1->y) ? 1.0f : 0.0f; d->z = (s0->z < s1->z) ? 1.0f : 0.0f; @@ -275,7 +275,7 @@ void pshader_slt(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERV s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w)); } -void pshader_sub(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) { +static void pshader_sub(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) { d->x = s0->x - s1->x; d->y = s0->y - s1->y; d->z = s0->z - s1->z; @@ -288,20 +288,20 @@ void pshader_sub(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERV * Version 1.1 specific */ -void pshader_exp(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { +static void pshader_exp(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { d->x = d->y = d->z = d->w = powf(2.0f, s0->w); PSTRACE(("executing exp: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n", s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w)); } -void pshader_log(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { +static void pshader_log(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { float tmp_f = fabsf(s0->w); d->x = d->y = d->z = d->w = (0.0f != tmp_f) ? logf(tmp_f) / logf(2.0f) : -HUGE_VAL; PSTRACE(("executing log: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n", s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w)); } -void pshader_frc(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { +static void pshader_frc(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { d->x = s0->x - floorf(s0->x); d->y = s0->y - floorf(s0->y); d->z = 0.0f; @@ -316,7 +316,7 @@ typedef FLOAT D3DMATRIX34[3][4]; typedef FLOAT D3DMATRIX33[3][3]; typedef FLOAT D3DMATRIX23[2][3]; -void pshader_m4x4(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, /*WINED3DSHADERVECTOR* mat1*/ D3DMATRIX44 mat) { +static void pshader_m4x4(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, /*WINED3DSHADERVECTOR* mat1*/ D3DMATRIX44 mat) { /* * Buggy CODE: here only if cast not work for copy/paste WINED3DSHADERVECTOR* mat2 = mat1 + 1; @@ -337,7 +337,7 @@ void pshader_m4x4(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, /*WINED3DSHAD PSTRACE(("executing m4x4(4): mat=(%f, %f, %f, %f) (%f) (%f) \n", mat[3][0], mat[3][1], mat[3][2], mat[3][3], s0->w, d->w)); } -void pshader_m4x3(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, D3DMATRIX34 mat) { +static void pshader_m4x3(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, D3DMATRIX34 mat) { d->x = mat[0][0] * s0->x + mat[0][1] * s0->y + mat[0][2] * s0->z + mat[0][3] * s0->w; d->y = mat[1][0] * s0->x + mat[1][1] * s0->y + mat[1][2] * s0->z + mat[1][3] * s0->w; d->z = mat[2][0] * s0->x + mat[2][1] * s0->y + mat[2][2] * s0->z + mat[2][3] * s0->w; @@ -348,7 +348,7 @@ void pshader_m4x3(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, D3DMATRIX34 m PSTRACE(("executing m4x3(4): (%f) (%f) \n", s0->w, d->w)); } -void pshader_m3x4(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, D3DMATRIX43 mat) { +static void pshader_m3x4(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, D3DMATRIX43 mat) { d->x = mat[0][0] * s0->x + mat[0][1] * s0->y + mat[0][2] * s0->z; d->y = mat[1][0] * s0->x + mat[1][1] * s0->y + mat[1][2] * s0->z; d->z = mat[2][0] * s0->x + mat[2][1] * s0->y + mat[2][2] * s0->z; @@ -359,7 +359,7 @@ void pshader_m3x4(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, D3DMATRIX43 m PSTRACE(("executing m3x4(4): mat=(%f, %f, %f) (%f) (%f) \n", mat[3][0], mat[3][1], mat[3][2], s0->w, d->w)); } -void pshader_m3x3(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, D3DMATRIX33 mat) { +static void pshader_m3x3(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, D3DMATRIX33 mat) { d->x = mat[0][0] * s0->x + mat[0][1] * s0->y + mat[0][2] * s0->z; d->y = mat[1][0] * s0->x + mat[1][1] * s0->y + mat[1][2] * s0->z; d->z = mat[2][0] * s0->x + mat[2][1] * s0->y + mat[2][2] * s0->z; @@ -370,7 +370,7 @@ void pshader_m3x3(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, D3DMATRIX33 m PSTRACE(("executing m3x3(4): (%f) \n", d->w)); } -void pshader_m3x2(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, D3DMATRIX23 mat) { +static void pshader_m3x2(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, D3DMATRIX23 mat) { FIXME("check\n"); d->x = mat[0][0] * s0->x + mat[0][1] * s0->y + mat[0][2] * s0->z; d->y = mat[1][0] * s0->x + mat[1][1] * s0->y + mat[1][2] * s0->z; @@ -381,14 +381,14 @@ void pshader_m3x2(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, D3DMATRIX23 m /** * Version 2.0 specific */ -void pshader_lrp(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1, WINED3DSHADERVECTOR* s2) { +static void pshader_lrp(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1, WINED3DSHADERVECTOR* s2) { d->x = s0->x * (s1->x - s2->x) + s2->x; d->y = s0->y * (s1->y - s2->y) + s2->y; d->z = s0->z * (s1->z - s2->z) + s2->z; d->w = s0->w * (s1->w - s2->w) + s2->w; } -void pshader_crs(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) { +static void pshader_crs(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) { d->x = s0->y * s1->z - s0->z * s1->y; d->y = s0->z * s1->x - s0->x * s1->z; d->z = s0->x * s1->y - s0->y * s1->x; @@ -398,7 +398,7 @@ void pshader_crs(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERV s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w)); } -void pshader_abs(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { +static void pshader_abs(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { d->x = fabsf(s0->x); d->y = fabsf(s0->y); d->z = fabsf(s0->z); @@ -408,233 +408,233 @@ void pshader_abs(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { } /* Stubs */ -void pshader_texcoord(WINED3DSHADERVECTOR* d) { +static void pshader_texcoord(WINED3DSHADERVECTOR* d) { FIXME(" : Stub\n"); } -void pshader_texkill(WINED3DSHADERVECTOR* d) { +static void pshader_texkill(WINED3DSHADERVECTOR* d) { FIXME(" : Stub\n"); } -void pshader_tex(WINED3DSHADERVECTOR* d) { +static void pshader_tex(WINED3DSHADERVECTOR* d) { FIXME(" : Stub\n"); } -void pshader_texld(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { +static void pshader_texld(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { FIXME(" : Stub\n"); } -void pshader_texbem(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { +static void pshader_texbem(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { FIXME(" : Stub\n"); } -void pshader_texbeml(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { +static void pshader_texbeml(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { FIXME(" : Stub\n"); } -void pshader_texreg2ar(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { +static void pshader_texreg2ar(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { FIXME(" : Stub\n"); } -void pshader_texreg2gb(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { +static void pshader_texreg2gb(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { FIXME(" : Stub\n"); } -void pshader_texm3x2pad(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { +static void pshader_texm3x2pad(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { FIXME(" : Stub\n"); } -void pshader_texm3x2tex(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { +static void pshader_texm3x2tex(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { FIXME(" : Stub\n"); } -void pshader_texm3x3tex(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) { +static void pshader_texm3x3tex(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) { FIXME(" : Stub\n"); } -void pshader_texm3x3pad(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { +static void pshader_texm3x3pad(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { FIXME(" : Stub\n"); } -void pshader_texm3x3diff(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { +static void pshader_texm3x3diff(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { FIXME(" : Stub\n"); } -void pshader_texm3x3spec(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) { +static void pshader_texm3x3spec(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) { FIXME(" : Stub\n"); } -void pshader_texm3x3vspec(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { +static void pshader_texm3x3vspec(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { FIXME(" : Stub\n"); } -void pshader_cnd(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1, WINED3DSHADERVECTOR* s2) { +static void pshader_cnd(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1, WINED3DSHADERVECTOR* s2) { FIXME(" : Stub\n"); } /* Def is C[n] = {n.nf, n.nf, n.nf, n.nf} */ -void pshader_def(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1, WINED3DSHADERVECTOR* s2, WINED3DSHADERVECTOR* s3) { +static void pshader_def(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1, WINED3DSHADERVECTOR* s2, WINED3DSHADERVECTOR* s3) { FIXME(" : Stub\n"); } -void pshader_texreg2rgb(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { +static void pshader_texreg2rgb(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { FIXME(" : Stub\n"); } -void pshader_texdp3tex(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { +static void pshader_texdp3tex(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { FIXME(" : Stub\n"); } -void pshader_texm3x2depth(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { +static void pshader_texm3x2depth(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { FIXME(" : Stub\n"); } -void pshader_texdp3(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { +static void pshader_texdp3(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { FIXME(" : Stub\n"); } -void pshader_texm3x3(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { +static void pshader_texm3x3(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { FIXME(" : Stub\n"); } -void pshader_texdepth(WINED3DSHADERVECTOR* d) { +static void pshader_texdepth(WINED3DSHADERVECTOR* d) { FIXME(" : Stub\n"); } -void pshader_cmp(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1, WINED3DSHADERVECTOR* s2) { +static void pshader_cmp(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1, WINED3DSHADERVECTOR* s2) { FIXME(" : Stub\n"); } -void pshader_bem(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) { +static void pshader_bem(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) { FIXME(" : Stub\n"); } -void pshader_call(WINED3DSHADERVECTOR* d) { +static void pshader_call(WINED3DSHADERVECTOR* d) { FIXME(" : Stub\n"); } -void pshader_callnz(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { +static void pshader_callnz(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { FIXME(" : Stub\n"); } -void pshader_loop(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { +static void pshader_loop(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { FIXME(" : Stub\n"); } -void pshader_ret(void) { +static void pshader_ret(void) { FIXME(" : Stub\n"); } -void pshader_endloop(void) { +static void pshader_endloop(void) { FIXME(" : Stub\n"); } -void pshader_dcl(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { +static void pshader_dcl(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { FIXME(" : Stub\n"); } -void pshader_pow(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) { +static void pshader_pow(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) { FIXME(" : Stub\n"); } -void pshader_nrm(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { +static void pshader_nrm(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { FIXME(" : Stub\n"); } -void pshader_sincos3(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { +static void pshader_sincos3(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { FIXME(" : Stub\n"); } -void pshader_sincos2(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1, WINED3DSHADERVECTOR* s2) { +static void pshader_sincos2(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1, WINED3DSHADERVECTOR* s2) { FIXME(" : Stub\n"); } -void pshader_rep(WINED3DSHADERVECTOR* d) { +static void pshader_rep(WINED3DSHADERVECTOR* d) { FIXME(" : Stub\n"); } -void pshader_endrep(void) { +static void pshader_endrep(void) { FIXME(" : Stub\n"); } -void pshader_if(WINED3DSHADERVECTOR* d) { +static void pshader_if(WINED3DSHADERVECTOR* d) { FIXME(" : Stub\n"); } -void pshader_ifc(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { +static void pshader_ifc(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { FIXME(" : Stub\n"); } -void pshader_else(void) { +static void pshader_else(void) { FIXME(" : Stub\n"); } -void pshader_label(WINED3DSHADERVECTOR* d) { +static void pshader_label(WINED3DSHADERVECTOR* d) { FIXME(" : Stub\n"); } -void pshader_endif(void) { +static void pshader_endif(void) { FIXME(" : Stub\n"); } -void pshader_break(void) { +static void pshader_break(void) { FIXME(" : Stub\n"); } -void pshader_breakc(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { +static void pshader_breakc(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { FIXME(" : Stub\n"); } -void pshader_breakp(WINED3DSHADERVECTOR* d) { +static void pshader_breakp(WINED3DSHADERVECTOR* d) { FIXME(" : Stub\n"); } -void pshader_defb(WINED3DSHADERVECTOR* d) { +static void pshader_defb(WINED3DSHADERVECTOR* d) { FIXME(" : Stub\n"); } -void pshader_defi(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1, WINED3DSHADERVECTOR* s2, WINED3DSHADERVECTOR* s3) { +static void pshader_defi(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1, WINED3DSHADERVECTOR* s2, WINED3DSHADERVECTOR* s3) { FIXME(" : Stub\n"); } -void pshader_dp2add(WINED3DSHADERVECTOR* d) { +static void pshader_dp2add(WINED3DSHADERVECTOR* d) { FIXME(" : Stub\n"); } -void pshader_dsx(WINED3DSHADERVECTOR* d) { +static void pshader_dsx(WINED3DSHADERVECTOR* d) { FIXME(" : Stub\n"); } -void pshader_dsy(WINED3DSHADERVECTOR* d) { +static void pshader_dsy(WINED3DSHADERVECTOR* d) { FIXME(" : Stub\n"); } -void pshader_texldd(WINED3DSHADERVECTOR* d) { +static void pshader_texldd(WINED3DSHADERVECTOR* d) { FIXME(" : Stub\n"); } -void pshader_setp(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) { +static void pshader_setp(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) { FIXME(" : Stub\n"); } -void pshader_texldl(WINED3DSHADERVECTOR* d) { +static void pshader_texldl(WINED3DSHADERVECTOR* d) { FIXME(" : Stub\n"); } /* Prototype */ -void pshader_hw_cnd(SHADER_OPCODE_ARG* arg); -void pshader_hw_cmp(SHADER_OPCODE_ARG* arg); -void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg); -void pshader_hw_tex(SHADER_OPCODE_ARG* arg); -void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg); -void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg); -void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg); -void pshader_hw_texbem(SHADER_OPCODE_ARG* arg); -void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg); -void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg); -void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg); -void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg); -void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg); -void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg); +static void pshader_hw_cnd(SHADER_OPCODE_ARG* arg); +static void pshader_hw_cmp(SHADER_OPCODE_ARG* arg); +static void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg); +static void pshader_hw_tex(SHADER_OPCODE_ARG* arg); +static void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg); +static void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg); +static void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg); +static void pshader_hw_texbem(SHADER_OPCODE_ARG* arg); +static void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg); +static void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg); +static void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg); +static void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg); +static void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg); +static void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg); /** * log, exp, frc, m*x* seems to be macros ins ... to see @@ -937,7 +937,7 @@ static void pshader_gen_input_modifier_line ( sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr); } -void pshader_set_version( +static void pshader_set_version( IWineD3DPixelShaderImpl *This, DWORD version) { @@ -994,7 +994,7 @@ void pshader_set_version( } } -void pshader_hw_cnd(SHADER_OPCODE_ARG* arg) { +static void pshader_hw_cnd(SHADER_OPCODE_ARG* arg) { SHADER_BUFFER* buffer = arg->buffer; char dst_wmask[20]; @@ -1017,7 +1017,7 @@ void pshader_hw_cnd(SHADER_OPCODE_ARG* arg) { shader_addline(buffer, "CMP %s, TMP, %s, %s;\n", dst_name, src_name[1], src_name[2]); } -void pshader_hw_cmp(SHADER_OPCODE_ARG* arg) { +static void pshader_hw_cmp(SHADER_OPCODE_ARG* arg) { SHADER_BUFFER* buffer = arg->buffer; char dst_wmask[20]; @@ -1041,7 +1041,7 @@ void pshader_hw_cmp(SHADER_OPCODE_ARG* arg) { } /* Map the opcode 1-to-1 to the GL code */ -void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg) { +static void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg) { CONST SHADER_OPCODE* curOpcode = arg->opcode; SHADER_BUFFER* buffer = arg->buffer; @@ -1109,7 +1109,7 @@ void pshader_hw_map2gl(SHADER_OPCODE_ARG* arg) { } } -void pshader_hw_tex(SHADER_OPCODE_ARG* arg) { +static void pshader_hw_tex(SHADER_OPCODE_ARG* arg) { IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader; DWORD dst = arg->dst; @@ -1144,7 +1144,7 @@ void pshader_hw_tex(SHADER_OPCODE_ARG* arg) { reg_dest, reg_coord, reg_sampler_code); } -void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg) { +static void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg) { IWineD3DPixelShaderImpl* This = (IWineD3DPixelShaderImpl*) arg->shader; DWORD dst = arg->dst; @@ -1164,7 +1164,7 @@ void pshader_hw_texcoord(SHADER_OPCODE_ARG* arg) { } } -void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg) { +static void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg) { SHADER_BUFFER* buffer = arg->buffer; @@ -1175,7 +1175,7 @@ void pshader_hw_texreg2ar(SHADER_OPCODE_ARG* arg) { shader_addline(buffer, "TEX T%lu, TMP, texture[%lu], 2D;\n", reg1, reg1); } -void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg) { +static void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg) { SHADER_BUFFER* buffer = arg->buffer; @@ -1186,7 +1186,7 @@ void pshader_hw_texreg2gb(SHADER_OPCODE_ARG* arg) { shader_addline(buffer, "TEX T%lu, TMP, texture[%lu], 2D;\n", reg1, reg1); } -void pshader_hw_texbem(SHADER_OPCODE_ARG* arg) { +static void pshader_hw_texbem(SHADER_OPCODE_ARG* arg) { SHADER_BUFFER* buffer = arg->buffer; @@ -1198,7 +1198,7 @@ void pshader_hw_texbem(SHADER_OPCODE_ARG* arg) { shader_addline(buffer, "TEX T%lu, TMP, texture[%lu], 2D;\n", reg1, reg1); } -void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg) { +static void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg) { DWORD reg = arg->dst & D3DSP_REGNUM_MASK; SHADER_BUFFER* buffer = arg->buffer; @@ -1208,7 +1208,7 @@ void pshader_hw_texm3x2pad(SHADER_OPCODE_ARG* arg) { shader_addline(buffer, "DP3 TMP.x, T%lu, %s;\n", reg, src0_name); } -void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg) { +static void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg) { DWORD reg = arg->dst & D3DSP_REGNUM_MASK; SHADER_BUFFER* buffer = arg->buffer; @@ -1219,7 +1219,7 @@ void pshader_hw_texm3x2tex(SHADER_OPCODE_ARG* arg) { shader_addline(buffer, "TEX T%lu, TMP, texture[%lu], 2D;\n", reg, reg); } -void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg) { +static void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg) { IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader; DWORD reg = arg->dst & D3DSP_REGNUM_MASK; @@ -1232,7 +1232,7 @@ void pshader_hw_texm3x3pad(SHADER_OPCODE_ARG* arg) { current_state.texcoord_w[current_state.current_row++] = reg; } -void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg) { +static void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg) { IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader; DWORD reg = arg->dst & D3DSP_REGNUM_MASK; @@ -1248,7 +1248,7 @@ void pshader_hw_texm3x3tex(SHADER_OPCODE_ARG* arg) { current_state.current_row = 0; } -void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg) { +static void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg) { IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader; DWORD reg = arg->dst & D3DSP_REGNUM_MASK; @@ -1274,7 +1274,7 @@ void pshader_hw_texm3x3vspec(SHADER_OPCODE_ARG* arg) { current_state.current_row = 0; } -void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg) { +static void pshader_hw_texm3x3spec(SHADER_OPCODE_ARG* arg) { IWineD3DPixelShaderImpl* shader = (IWineD3DPixelShaderImpl*) arg->shader; DWORD reg = arg->dst & D3DSP_REGNUM_MASK; diff --git a/dlls/wined3d/vertexshader.c b/dlls/wined3d/vertexshader.c index 2ba81370085..e679ae23c69 100644 --- a/dlls/wined3d/vertexshader.c +++ b/dlls/wined3d/vertexshader.c @@ -85,7 +85,7 @@ because of this the bulk of the software pipeline can be shared between pixel an * vshader functions software VM */ -void vshader_add(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) { +static void vshader_add(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) { d->x = s0->x + s1->x; d->y = s0->y + s1->y; d->z = s0->z + s1->z; @@ -94,19 +94,19 @@ void vshader_add(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERV s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w)); } -void vshader_dp3(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) { +static void vshader_dp3(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) { d->x = d->y = d->z = d->w = s0->x * s1->x + s0->y * s1->y + s0->z * s1->z; VSTRACE(("executing dp3: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n", s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w)); } -void vshader_dp4(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) { +static void vshader_dp4(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) { d->x = d->y = d->z = d->w = s0->x * s1->x + s0->y * s1->y + s0->z * s1->z + s0->w * s1->w; VSTRACE(("executing dp4: s0=(%f, %f, %f, %f) s1=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n", s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w)); } -void vshader_dst(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) { +static void vshader_dst(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) { d->x = 1.0f; d->y = s0->y * s1->y; d->z = s0->z; @@ -115,7 +115,7 @@ void vshader_dst(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERV s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w)); } -void vshader_expp(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { +static void vshader_expp(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { union { float f; DWORD d; @@ -132,7 +132,7 @@ void vshader_expp(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w)); } -void vshader_lit(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { +static void vshader_lit(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { d->x = 1.0f; d->y = (0.0f < s0->x) ? s0->x : 0.0f; d->z = (0.0f < s0->x && 0.0f < s0->y) ? powf(s0->y, s0->w) : 0.0f; @@ -141,14 +141,14 @@ void vshader_lit(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w)); } -void vshader_logp(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { +static void vshader_logp(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { float tmp_f = fabsf(s0->w); d->x = d->y = d->z = d->w = (0.0f != tmp_f) ? logf(tmp_f) / logf(2.0f) : -HUGE_VAL; VSTRACE(("executing logp: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n", s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w)); } -void vshader_mad(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1, WINED3DSHADERVECTOR* s2) { +static void vshader_mad(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1, WINED3DSHADERVECTOR* s2) { d->x = s0->x * s1->x + s2->x; d->y = s0->y * s1->y + s2->y; d->z = s0->z * s1->z + s2->z; @@ -157,7 +157,7 @@ void vshader_mad(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERV s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, s2->x, s2->y, s2->z, s2->w, d->x, d->y, d->z, d->w)); } -void vshader_max(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) { +static void vshader_max(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) { d->x = (s0->x >= s1->x) ? s0->x : s1->x; d->y = (s0->y >= s1->y) ? s0->y : s1->y; d->z = (s0->z >= s1->z) ? s0->z : s1->z; @@ -166,7 +166,7 @@ void vshader_max(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERV s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w)); } -void vshader_min(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) { +static void vshader_min(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) { d->x = (s0->x < s1->x) ? s0->x : s1->x; d->y = (s0->y < s1->y) ? s0->y : s1->y; d->z = (s0->z < s1->z) ? s0->z : s1->z; @@ -175,7 +175,7 @@ void vshader_min(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERV s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w)); } -void vshader_mov(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { +static void vshader_mov(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { d->x = s0->x; d->y = s0->y; d->z = s0->z; @@ -184,7 +184,7 @@ void vshader_mov(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w)); } -void vshader_mul(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) { +static void vshader_mul(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) { d->x = s0->x * s1->x; d->y = s0->y * s1->y; d->z = s0->z * s1->z; @@ -193,25 +193,25 @@ void vshader_mul(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERV s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w)); } -void vshader_nop(void) { +static void vshader_nop(void) { /* NOPPPP ahhh too easy ;) */ VSTRACE(("executing nop\n")); } -void vshader_rcp(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { +static void vshader_rcp(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { d->x = d->y = d->z = d->w = (0.0f == s0->w) ? HUGE_VAL : 1.0f / s0->w; VSTRACE(("executing rcp: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n", s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w)); } -void vshader_rsq(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { +static void vshader_rsq(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { float tmp_f = fabsf(s0->w); d->x = d->y = d->z = d->w = (0.0f == tmp_f) ? HUGE_VAL : ((1.0f != tmp_f) ? 1.0f / sqrtf(tmp_f) : 1.0f); VSTRACE(("executing rsq: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n", s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w)); } -void vshader_sge(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) { +static void vshader_sge(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) { d->x = (s0->x >= s1->x) ? 1.0f : 0.0f; d->y = (s0->y >= s1->y) ? 1.0f : 0.0f; d->z = (s0->z >= s1->z) ? 1.0f : 0.0f; @@ -220,7 +220,7 @@ void vshader_sge(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERV s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w)); } -void vshader_slt(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) { +static void vshader_slt(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) { d->x = (s0->x < s1->x) ? 1.0f : 0.0f; d->y = (s0->y < s1->y) ? 1.0f : 0.0f; d->z = (s0->z < s1->z) ? 1.0f : 0.0f; @@ -229,7 +229,7 @@ void vshader_slt(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERV s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w)); } -void vshader_sub(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) { +static void vshader_sub(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) { d->x = s0->x - s1->x; d->y = s0->y - s1->y; d->z = s0->z - s1->z; @@ -242,20 +242,20 @@ void vshader_sub(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERV * Version 1.1 specific */ -void vshader_exp(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { +static void vshader_exp(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { d->x = d->y = d->z = d->w = powf(2.0f, s0->w); VSTRACE(("executing exp: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n", s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w)); } -void vshader_log(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { +static void vshader_log(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { float tmp_f = fabsf(s0->w); d->x = d->y = d->z = d->w = (0.0f != tmp_f) ? logf(tmp_f) / logf(2.0f) : -HUGE_VAL; VSTRACE(("executing log: s0=(%f, %f, %f, %f) => d=(%f, %f, %f, %f)\n", s0->x, s0->y, s0->z, s0->w, d->x, d->y, d->z, d->w)); } -void vshader_frc(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { +static void vshader_frc(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { d->x = s0->x - floorf(s0->x); d->y = s0->y - floorf(s0->y); d->z = 0.0f; @@ -270,7 +270,7 @@ typedef FLOAT D3DMATRIX34[3][4]; typedef FLOAT D3DMATRIX33[3][3]; typedef FLOAT D3DMATRIX23[2][3]; -void vshader_m4x4(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, /*WINED3DSHADERVECTOR* mat1*/ D3DMATRIX44 mat) { +static void vshader_m4x4(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, /*WINED3DSHADERVECTOR* mat1*/ D3DMATRIX44 mat) { /* * Buggy CODE: here only if cast not work for copy/paste WINED3DSHADERVECTOR* mat2 = mat1 + 1; @@ -291,7 +291,7 @@ void vshader_m4x4(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, /*WINED3DSHAD VSTRACE(("executing m4x4(4): mat=(%f, %f, %f, %f) (%f) (%f) \n", mat[3][0], mat[3][1], mat[3][2], mat[3][3], s0->w, d->w)); } -void vshader_m4x3(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, D3DMATRIX34 mat) { +static void vshader_m4x3(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, D3DMATRIX34 mat) { d->x = mat[0][0] * s0->x + mat[0][1] * s0->y + mat[0][2] * s0->z + mat[0][3] * s0->w; d->y = mat[1][0] * s0->x + mat[1][1] * s0->y + mat[1][2] * s0->z + mat[1][3] * s0->w; d->z = mat[2][0] * s0->x + mat[2][1] * s0->y + mat[2][2] * s0->z + mat[2][3] * s0->w; @@ -302,7 +302,7 @@ void vshader_m4x3(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, D3DMATRIX34 m VSTRACE(("executing m4x3(4): (%f) (%f) \n", s0->w, d->w)); } -void vshader_m3x4(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, D3DMATRIX43 mat) { +static void vshader_m3x4(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, D3DMATRIX43 mat) { d->x = mat[0][0] * s0->x + mat[0][1] * s0->y + mat[0][2] * s0->z; d->y = mat[1][0] * s0->x + mat[1][1] * s0->y + mat[1][2] * s0->z; d->z = mat[2][0] * s0->x + mat[2][1] * s0->y + mat[2][2] * s0->z; @@ -313,7 +313,7 @@ void vshader_m3x4(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, D3DMATRIX43 m VSTRACE(("executing m3x4(4): mat=(%f, %f, %f) (%f) (%f) \n", mat[3][0], mat[3][1], mat[3][2], s0->w, d->w)); } -void vshader_m3x3(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, D3DMATRIX33 mat) { +static void vshader_m3x3(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, D3DMATRIX33 mat) { d->x = mat[0][0] * s0->x + mat[0][1] * s0->y + mat[0][2] * s0->z; d->y = mat[1][0] * s0->x + mat[1][1] * s0->y + mat[1][2] * s0->z; d->z = mat[2][0] * s0->x + mat[2][1] * s0->y + mat[2][2] * s0->z; @@ -324,7 +324,7 @@ void vshader_m3x3(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, D3DMATRIX33 m VSTRACE(("executing m3x3(4): (%f) \n", d->w)); } -void vshader_m3x2(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, D3DMATRIX23 mat) { +static void vshader_m3x2(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, D3DMATRIX23 mat) { FIXME("check\n"); d->x = mat[0][0] * s0->x + mat[0][1] * s0->y + mat[0][2] * s0->z; d->y = mat[1][0] * s0->x + mat[1][1] * s0->y + mat[1][2] * s0->z; @@ -335,14 +335,14 @@ void vshader_m3x2(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, D3DMATRIX23 m /** * Version 2.0 specific */ -void vshader_lrp(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1, WINED3DSHADERVECTOR* s2) { +static void vshader_lrp(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1, WINED3DSHADERVECTOR* s2) { d->x = s0->x * (s1->x - s2->x) + s2->x; d->y = s0->y * (s1->y - s2->y) + s2->y; d->z = s0->z * (s1->z - s2->z) + s2->z; d->w = s0->w * (s1->w - s2->w) + s2->w; } -void vshader_crs(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) { +static void vshader_crs(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) { d->x = s0->y * s1->z - s0->z * s1->y; d->y = s0->z * s1->x - s0->x * s1->z; d->z = s0->x * s1->y - s0->y * s1->x; @@ -352,7 +352,7 @@ void vshader_crs(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERV s0->x, s0->y, s0->z, s0->w, s1->x, s1->y, s1->z, s1->w, d->x, d->y, d->z, d->w)); } -void vshader_abs(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { +static void vshader_abs(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { d->x = fabsf(s0->x); d->y = fabsf(s0->y); @@ -365,122 +365,118 @@ void vshader_abs(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { /* Stubs */ /* Def is C[n] = {n.nf, n.nf, n.nf, n.nf} */ -void vshader_def(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1, WINED3DSHADERVECTOR* s2, WINED3DSHADERVECTOR* s3) { +static void vshader_def(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1, WINED3DSHADERVECTOR* s2, WINED3DSHADERVECTOR* s3) { FIXME(" : Stub\n"); } -void vshader_call(WINED3DSHADERVECTOR* d) { +static void vshader_call(WINED3DSHADERVECTOR* d) { FIXME(" : Stub\n"); } -void vshader_callnz(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { +static void vshader_callnz(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { FIXME(" : Stub\n"); } -void vshader_loop(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { +static void vshader_loop(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { FIXME(" : Stub\n"); } -void vshader_ret(void) { +static void vshader_ret(void) { FIXME(" : Stub\n"); } -void vshader_endloop(void) { +static void vshader_endloop(void) { FIXME(" : Stub\n"); } -void vshader_dcl(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { +static void vshader_dcl(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { FIXME(" : Stub\n"); } -void vshader_pow(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) { +static void vshader_pow(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) { FIXME(" : Stub\n"); } -void vshader_sng(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { +static void vshader_sng(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { FIXME(" : Stub\n"); } -void vshader_nrm(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { +static void vshader_nrm(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { FIXME(" : Stub\n"); } -void vshader_sincos3(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { +static void vshader_sincos3(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { FIXME(" : Stub\n"); } -void vshader_sincos2(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1, WINED3DSHADERVECTOR* s2) { +static void vshader_sincos2(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1, WINED3DSHADERVECTOR* s2) { FIXME(" : Stub\n"); } -void vshader_rep(WINED3DSHADERVECTOR* d) { +static void vshader_rep(WINED3DSHADERVECTOR* d) { FIXME(" : Stub\n"); } -void vshader_endrep(void) { +static void vshader_endrep(void) { FIXME(" : Stub\n"); } -void vshader_if(WINED3DSHADERVECTOR* d) { +static void vshader_if(WINED3DSHADERVECTOR* d) { FIXME(" : Stub\n"); } -void vshader_ifc(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { +static void vshader_ifc(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { FIXME(" : Stub\n"); } -void vshader_else(void) { +static void vshader_else(void) { FIXME(" : Stub\n"); } -void vshader_label(WINED3DSHADERVECTOR* d) { +static void vshader_label(WINED3DSHADERVECTOR* d) { FIXME(" : Stub\n"); } -void vshader_endif(void) { +static void vshader_endif(void) { FIXME(" : Stub\n"); } -void vshader_break(void) { +static void vshader_break(void) { FIXME(" : Stub\n"); } -void vshader_breakc(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { +static void vshader_breakc(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) { FIXME(" : Stub\n"); } -void vshader_breakp(WINED3DSHADERVECTOR* d) { +static void vshader_breakp(WINED3DSHADERVECTOR* d) { FIXME(" : Stub\n"); } -void vshader_mova(WINED3DSHADERVECTOR* d) { +static void vshader_mova(WINED3DSHADERVECTOR* d) { FIXME(" : Stub\n"); } -void vshader_defb(WINED3DSHADERVECTOR* d) { +static void vshader_defb(WINED3DSHADERVECTOR* d) { FIXME(" : Stub\n"); } -void vshader_defi(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1, WINED3DSHADERVECTOR* s2, WINED3DSHADERVECTOR* s3) { +static void vshader_defi(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1, WINED3DSHADERVECTOR* s2, WINED3DSHADERVECTOR* s3) { FIXME(" : Stub\n"); } -void vshader_texldd(WINED3DSHADERVECTOR* d) { +static void vshader_setp(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) { FIXME(" : Stub\n"); } -void vshader_setp(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, WINED3DSHADERVECTOR* s1) { - FIXME(" : Stub\n"); -} - -void vshader_texldl(WINED3DSHADERVECTOR* d) { +static void vshader_texldl(WINED3DSHADERVECTOR* d) { FIXME(" : Stub\n"); } /* Prototype */ -void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg); -void vshader_hw_dcl(SHADER_OPCODE_ARG* arg); -void vshader_hw_mnxn(SHADER_OPCODE_ARG* arg); +static void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg); +static void vshader_hw_dcl(SHADER_OPCODE_ARG* arg); +static void vshader_hw_mnxn(SHADER_OPCODE_ARG* arg); /** * log, exp, frc, m*x* seems to be macros ins ... to see @@ -832,7 +828,7 @@ static void vshader_parse_input_decl_usage(IWineD3DVertexShaderImpl *This, INT u } } -void vshader_set_version( +static void vshader_set_version( IWineD3DVertexShaderImpl *This, DWORD version) { @@ -879,7 +875,7 @@ void vshader_set_version( } /* Map the opcode 1-to-1 to the GL code */ -void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg) { +static void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg) { CONST SHADER_OPCODE* curOpcode = arg->opcode; SHADER_BUFFER* buffer = arg->buffer; @@ -905,7 +901,7 @@ void vshader_hw_map2gl(SHADER_OPCODE_ARG* arg) { shader_addline(buffer, "%s;\n", tmpLine); } -void vshader_hw_dcl(SHADER_OPCODE_ARG* arg) { +static void vshader_hw_dcl(SHADER_OPCODE_ARG* arg) { DWORD dst = arg->dst; IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl*) arg->shader; @@ -982,7 +978,7 @@ void vshader_hw_dcl(SHADER_OPCODE_ARG* arg) { /** Handles transforming all D3DSIO_M?x? opcodes for Vertex shaders to ARB_vertex_program codes */ -void vshader_hw_mnxn(SHADER_OPCODE_ARG* arg) { +static void vshader_hw_mnxn(SHADER_OPCODE_ARG* arg) { int i; int nComponents = 0;