wined3d: Add missing calling convention specifiers.
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@ -298,7 +298,7 @@ static void WINE_GLAPI wine_glVertex3fv(const GLfloat *pos) {
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wine_glVertex4f(pos[0], pos[1], pos[2], 1.0f);
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}
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static void wine_glColor4f(GLfloat r, GLfloat g, GLfloat b, GLfloat a) {
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static void WINE_GLAPI wine_glColor4f(GLfloat r, GLfloat g, GLfloat b, GLfloat a) {
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struct WineD3DContext *ctx = context_get_current();
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ctx->color[0] = r;
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ctx->color[1] = g;
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@ -307,36 +307,36 @@ static void wine_glColor4f(GLfloat r, GLfloat g, GLfloat b, GLfloat a) {
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old_fogcoord_glColor4f(r, g, b, a);
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}
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static void wine_glColor4fv(const GLfloat *c) {
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static void WINE_GLAPI wine_glColor4fv(const GLfloat *c) {
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wine_glColor4f(c[0], c[1], c[2], c[3]);
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}
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static void wine_glColor3f(GLfloat r, GLfloat g, GLfloat b) {
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static void WINE_GLAPI wine_glColor3f(GLfloat r, GLfloat g, GLfloat b) {
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wine_glColor4f(r, g, b, 1.0f);
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}
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static void wine_glColor3fv(const GLfloat *c) {
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static void WINE_GLAPI wine_glColor3fv(const GLfloat *c) {
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wine_glColor4f(c[0], c[1], c[2], 1.0f);
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}
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static void wine_glColor4ub(GLubyte r, GLubyte g, GLubyte b, GLubyte a) {
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static void WINE_GLAPI wine_glColor4ub(GLubyte r, GLubyte g, GLubyte b, GLubyte a) {
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wine_glColor4f(r / 255.0f, g / 255.0f, b / 255.0f, a / 255.0f);
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}
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/* In D3D the fog coord is a UBYTE, so there's no problem with using the single
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* precision function
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*/
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static void wine_glFogCoordfEXT(GLfloat f) {
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static void WINE_GLAPI wine_glFogCoordfEXT(GLfloat f) {
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struct WineD3DContext *ctx = context_get_current();
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ctx->fog_coord_value = f;
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}
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static void wine_glFogCoorddEXT(GLdouble f) {
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static void WINE_GLAPI wine_glFogCoorddEXT(GLdouble f) {
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wine_glFogCoordfEXT(f);
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}
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static void wine_glFogCoordfvEXT(const GLfloat *f) {
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static void WINE_GLAPI wine_glFogCoordfvEXT(const GLfloat *f) {
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wine_glFogCoordfEXT(*f);
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}
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static void wine_glFogCoorddvEXT(const GLdouble *f) {
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static void WINE_GLAPI wine_glFogCoorddvEXT(const GLdouble *f) {
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wine_glFogCoordfEXT(*f);
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}
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