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wine
wine-cw
Commits
190e1597
Commit
190e1597
authored
Jul 14, 2005
by
Stefan Huehner
Committed by
Alexandre Julliard
Jul 14, 2005
Browse files
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Plain Diff
Fix some missing-declarations warnings.
parent
eae4e45c
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Showing
4 changed files
with
21 additions
and
21 deletions
+21
-21
device.c
dlls/d3d8/device.c
+1
-1
drawprim.c
dlls/d3d8/drawprim.c
+10
-10
device.c
dlls/wined3d/device.c
+1
-1
drawprim.c
dlls/wined3d/drawprim.c
+9
-9
No files found.
dlls/d3d8/device.c
View file @
190e1597
...
...
@@ -150,7 +150,7 @@ void setupTextureStates(LPDIRECT3DDEVICE8 iface, DWORD Stage, DWORD Flags) {
}
/* Convert the D3DLIGHT8 properties into equivalent gl lights */
void
setup_light
(
LPDIRECT3DDEVICE8
iface
,
LONG
Index
,
PLIGHTINFOEL
*
lightInfo
)
{
static
void
setup_light
(
LPDIRECT3DDEVICE8
iface
,
LONG
Index
,
PLIGHTINFOEL
*
lightInfo
)
{
float
quad_att
;
float
colRGBA
[]
=
{
0
.
0
,
0
.
0
,
0
.
0
,
0
.
0
};
...
...
dlls/d3d8/drawprim.c
View file @
190e1597
...
...
@@ -56,7 +56,7 @@ typedef struct _D3DVECTOR_4 {
a vertex shader will be in use. Note the fvf bits returned may be split over
multiple streams only if the vertex shader was created, otherwise it all relates
to stream 0 */
BOOL
initializeFVF
(
LPDIRECT3DDEVICE8
iface
,
static
BOOL
initializeFVF
(
LPDIRECT3DDEVICE8
iface
,
DWORD
*
FVFbits
,
/* What to expect in the FVF across all streams */
BOOL
*
useVertexShaderFunction
)
/* Should we use the vertex shader */
{
...
...
@@ -109,7 +109,7 @@ BOOL initializeFVF(LPDIRECT3DDEVICE8 iface,
}
/* Issues the glBegin call for gl given the primitive type and count */
DWORD
primitiveToGl
(
D3DPRIMITIVETYPE
PrimitiveType
,
static
DWORD
primitiveToGl
(
D3DPRIMITIVETYPE
PrimitiveType
,
DWORD
NumPrimitives
,
GLenum
*
primType
)
{
...
...
@@ -162,7 +162,7 @@ DWORD primitiveToGl(D3DPRIMITIVETYPE PrimitiveType,
/* Ensure the appropriate material states are set up - only change
state if really required */
void
init_materials
(
LPDIRECT3DDEVICE8
iface
,
BOOL
isDiffuseSupplied
)
{
static
void
init_materials
(
LPDIRECT3DDEVICE8
iface
,
BOOL
isDiffuseSupplied
)
{
BOOL
requires_material_reset
=
FALSE
;
IDirect3DDevice8Impl
*
This
=
(
IDirect3DDevice8Impl
*
)
iface
;
...
...
@@ -227,7 +227,7 @@ static GLfloat invymat[16]={
/* Setup views - Transformed & lit if RHW, else untransformed.
Only unlit if Normals are supplied
Returns: Whether to restore lighting afterwards */
BOOL
primitiveInitState
(
LPDIRECT3DDEVICE8
iface
,
BOOL
vtx_transformed
,
BOOL
vtx_lit
,
BOOL
useVS
)
{
static
BOOL
primitiveInitState
(
LPDIRECT3DDEVICE8
iface
,
BOOL
vtx_transformed
,
BOOL
vtx_lit
,
BOOL
useVS
)
{
BOOL
isLightingOn
=
FALSE
;
IDirect3DDevice8Impl
*
This
=
(
IDirect3DDevice8Impl
*
)
iface
;
...
...
@@ -357,7 +357,7 @@ BOOL primitiveInitState(LPDIRECT3DDEVICE8 iface, BOOL vtx_transformed, BOOL vtx_
return
isLightingOn
;
}
void
primitiveConvertToStridedData
(
LPDIRECT3DDEVICE8
iface
,
Direct3DVertexStridedData
*
strided
,
LONG
BaseVertexIndex
)
{
static
void
primitiveConvertToStridedData
(
LPDIRECT3DDEVICE8
iface
,
Direct3DVertexStridedData
*
strided
,
LONG
BaseVertexIndex
)
{
short
LoopThroughTo
=
0
;
short
nStream
;
...
...
@@ -513,7 +513,7 @@ void primitiveConvertToStridedData(LPDIRECT3DDEVICE8 iface, Direct3DVertexStride
}
/* Draw a single vertex using this information */
void
draw_vertex
(
LPDIRECT3DDEVICE8
iface
,
/* interface */
static
void
draw_vertex
(
LPDIRECT3DDEVICE8
iface
,
/* interface */
BOOL
isXYZ
,
float
x
,
float
y
,
float
z
,
float
rhw
,
/* xyzn position*/
BOOL
isNormal
,
float
nx
,
float
ny
,
float
nz
,
/* normal */
BOOL
isDiffuse
,
float
*
dRGBA
,
/* 1st colors */
...
...
@@ -662,7 +662,7 @@ void draw_vertex(LPDIRECT3DDEVICE8 iface, /* interf
* Faster GL version using pointers to data, harder to debug though
* Note does not handle vertex shaders yet
*/
void
drawStridedFast
(
LPDIRECT3DDEVICE8
iface
,
Direct3DVertexStridedData
*
sd
,
static
void
drawStridedFast
(
LPDIRECT3DDEVICE8
iface
,
Direct3DVertexStridedData
*
sd
,
int
PrimitiveType
,
ULONG
NumPrimitives
,
const
void
*
idxData
,
short
idxSize
,
ULONG
minIndex
,
ULONG
startIdx
)
{
unsigned
int
textureNo
=
0
;
...
...
@@ -923,7 +923,7 @@ void drawStridedFast(LPDIRECT3DDEVICE8 iface, Direct3DVertexStridedData *sd,
* Actually draw using the supplied information.
* Slower GL version which extracts info about each vertex in turn
*/
void
drawStridedSlow
(
LPDIRECT3DDEVICE8
iface
,
Direct3DVertexStridedData
*
sd
,
static
void
drawStridedSlow
(
LPDIRECT3DDEVICE8
iface
,
Direct3DVertexStridedData
*
sd
,
int
PrimitiveType
,
ULONG
NumPrimitives
,
const
void
*
idxData
,
short
idxSize
,
ULONG
minIndex
,
ULONG
startIdx
)
{
...
...
@@ -1233,7 +1233,7 @@ void drawStridedSlow(LPDIRECT3DDEVICE8 iface, Direct3DVertexStridedData *sd,
* Note: strided data is uninitialized, as we need to pass the vertex
* shader directly as ordering irs yet
*/
void
drawStridedSoftwareVS
(
LPDIRECT3DDEVICE8
iface
,
Direct3DVertexStridedData
*
sd
,
static
void
drawStridedSoftwareVS
(
LPDIRECT3DDEVICE8
iface
,
Direct3DVertexStridedData
*
sd
,
int
PrimitiveType
,
ULONG
NumPrimitives
,
const
void
*
idxData
,
short
idxSize
,
ULONG
minIndex
,
ULONG
startIdx
)
{
...
...
@@ -1368,7 +1368,7 @@ void drawStridedSoftwareVS(LPDIRECT3DDEVICE8 iface, Direct3DVertexStridedData *s
checkGLcall
(
"glEnd and previous calls"
);
}
void
drawStridedHardwareVS
(
LPDIRECT3DDEVICE8
iface
,
Direct3DVertexStridedData
*
sd
,
static
void
drawStridedHardwareVS
(
LPDIRECT3DDEVICE8
iface
,
Direct3DVertexStridedData
*
sd
,
int
PrimitiveType
,
ULONG
NumPrimitives
,
const
void
*
idxData
,
short
idxSize
,
ULONG
minIndex
,
ULONG
startIdx
)
{
...
...
dlls/wined3d/device.c
View file @
190e1597
...
...
@@ -115,7 +115,7 @@ const float identity[16] = {1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1}; /* When needed
* Utility functions follow
**********************************************************/
/* Convert the D3DLIGHT properties into equivalent gl lights */
void
setup_light
(
IWineD3DDevice
*
iface
,
LONG
Index
,
PLIGHTINFOEL
*
lightInfo
)
{
static
void
setup_light
(
IWineD3DDevice
*
iface
,
LONG
Index
,
PLIGHTINFOEL
*
lightInfo
)
{
float
quad_att
;
float
colRGBA
[]
=
{
0
.
0
,
0
.
0
,
0
.
0
,
0
.
0
};
...
...
dlls/wined3d/drawprim.c
View file @
190e1597
...
...
@@ -40,7 +40,7 @@ extern IDirect3DPixelShaderImpl* PixelShaders[64];
a vertex shader will be in use. Note the fvf bits returned may be split over
multiple streams only if the vertex shader was created, otherwise it all relates
to stream 0 */
BOOL
initializeFVF
(
IWineD3DDevice
*
iface
,
static
BOOL
initializeFVF
(
IWineD3DDevice
*
iface
,
DWORD
*
FVFbits
,
/* What to expect in the FVF across all streams */
BOOL
*
useVertexShaderFunction
)
/* Should we use the vertex shader */
{
...
...
@@ -99,7 +99,7 @@ BOOL initializeFVF(IWineD3DDevice *iface,
}
/* Issues the glBegin call for gl given the primitive type and count */
DWORD
primitiveToGl
(
D3DPRIMITIVETYPE
PrimitiveType
,
static
DWORD
primitiveToGl
(
D3DPRIMITIVETYPE
PrimitiveType
,
DWORD
NumPrimitives
,
GLenum
*
primType
)
{
...
...
@@ -152,7 +152,7 @@ DWORD primitiveToGl(D3DPRIMITIVETYPE PrimitiveType,
/* Ensure the appropriate material states are set up - only change
state if really required */
void
init_materials
(
IWineD3DDevice
*
iface
,
BOOL
isDiffuseSupplied
)
{
static
void
init_materials
(
IWineD3DDevice
*
iface
,
BOOL
isDiffuseSupplied
)
{
BOOL
requires_material_reset
=
FALSE
;
IWineD3DDeviceImpl
*
This
=
(
IWineD3DDeviceImpl
*
)
iface
;
...
...
@@ -217,7 +217,7 @@ static GLfloat invymat[16]={
/* Setup views - Transformed & lit if RHW, else untransformed.
Only unlit if Normals are supplied
Returns: Whether to restore lighting afterwards */
BOOL
primitiveInitState
(
IWineD3DDevice
*
iface
,
BOOL
vtx_transformed
,
BOOL
vtx_lit
,
BOOL
useVS
)
{
static
BOOL
primitiveInitState
(
IWineD3DDevice
*
iface
,
BOOL
vtx_transformed
,
BOOL
vtx_lit
,
BOOL
useVS
)
{
BOOL
isLightingOn
=
FALSE
;
IWineD3DDeviceImpl
*
This
=
(
IWineD3DDeviceImpl
*
)
iface
;
...
...
@@ -533,7 +533,7 @@ void primitiveDeclarationConvertToStridedData(IWineD3DDevice *iface, Direct3DVer
}
void
primitiveConvertToStridedData
(
IWineD3DDevice
*
iface
,
Direct3DVertexStridedData
*
strided
,
LONG
BaseVertexIndex
)
{
static
void
primitiveConvertToStridedData
(
IWineD3DDevice
*
iface
,
Direct3DVertexStridedData
*
strided
,
LONG
BaseVertexIndex
)
{
short
LoopThroughTo
=
0
;
short
nStream
;
...
...
@@ -691,7 +691,7 @@ void primitiveConvertToStridedData(IWineD3DDevice *iface, Direct3DVertexStridedD
}
/* Draw a single vertex using this information */
void
draw_vertex
(
IWineD3DDevice
*
iface
,
/* interface */
static
void
draw_vertex
(
IWineD3DDevice
*
iface
,
/* interface */
BOOL
isXYZ
,
float
x
,
float
y
,
float
z
,
float
rhw
,
/* xyzn position*/
BOOL
isNormal
,
float
nx
,
float
ny
,
float
nz
,
/* normal */
BOOL
isDiffuse
,
float
*
dRGBA
,
/* 1st colors */
...
...
@@ -824,7 +824,7 @@ void draw_vertex(IWineD3DDevice *iface, /* interfac
* Faster GL version using pointers to data, harder to debug though
* Note does not handle vertex shaders yet
*/
void
drawStridedFast
(
IWineD3DDevice
*
iface
,
Direct3DVertexStridedData
*
sd
,
static
void
drawStridedFast
(
IWineD3DDevice
*
iface
,
Direct3DVertexStridedData
*
sd
,
int
PrimitiveType
,
ULONG
NumPrimitives
,
const
void
*
idxData
,
short
idxSize
,
ULONG
minIndex
,
ULONG
startIdx
)
{
unsigned
int
textureNo
=
0
;
...
...
@@ -1080,7 +1080,7 @@ void drawStridedFast(IWineD3DDevice *iface, Direct3DVertexStridedData *sd,
* Actually draw using the supplied information.
* Slower GL version which extracts info about each vertex in turn
*/
void
drawStridedSlow
(
IWineD3DDevice
*
iface
,
Direct3DVertexStridedData
*
sd
,
static
void
drawStridedSlow
(
IWineD3DDevice
*
iface
,
Direct3DVertexStridedData
*
sd
,
int
PrimitiveType
,
ULONG
NumPrimitives
,
const
void
*
idxData
,
short
idxSize
,
ULONG
minIndex
,
ULONG
startIdx
)
{
...
...
@@ -1516,7 +1516,7 @@ void drawStridedSoftwareVS(IWineD3DDevice *iface, Direct3DVertexStridedData *sd,
checkGLcall("glEnd and previous calls");
}
void drawStridedHardwareVS(IWineD3DDevice *iface, Direct3DVertexStridedData *sd,
static
void drawStridedHardwareVS(IWineD3DDevice *iface, Direct3DVertexStridedData *sd,
int PrimitiveType, ULONG NumPrimitives,
const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx) {
...
...
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