Commit 5eae622f authored by Vincent Béron's avatar Vincent Béron Committed by Alexandre Julliard

Don't define some functions/variables if they won't be used after in

wined3d.
parent 8b84ac8d
......@@ -5418,10 +5418,6 @@ HRESULT WINAPI IWineD3DDeviceImpl_GetDepthStencilSurface(IWineD3DDevice* iface
HRESULT WINAPI static IWineD3DDeviceImpl_ActiveRender(IWineD3DDevice* iface,
IWineD3DSurface *RenderSurface);
HRESULT WINAPI static IWineD3DDeviceImpl_CleanRender(IWineD3DDevice* iface, IWineD3DSwapChainImpl *swapchain);
HRESULT WINAPI static IWineD3DDeviceImpl_FindGLContext(IWineD3DDevice *iface, IWineD3DSurface *pSurface, glContext **context);
HRESULT WINAPI IWineD3DDeviceImpl_SetRenderTarget(IWineD3DDevice *iface, DWORD RenderTargetIndex, IWineD3DSurface *pRenderTarget) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
HRESULT hr = D3D_OK;
......@@ -5521,6 +5517,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_SetDepthStencilSurface(IWineD3DDevice *iface,
}
#ifdef GL_VERSION_1_3
/* Internal functions not in DirectX */
/** TODO: move this off to the opengl context manager
*(the swapchain doesn't need to know anything about offscreen rendering!)
......@@ -5602,6 +5599,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_FindGLContext(IWineD3DDevice *iface, IWineD3DS
else
return E_OUTOFMEMORY;
}
#endif
/** FIXME: This is currently used called whenever SetRenderTarget or SetStencilBuffer are called
* the functionality needs splitting up so that we don't do more than we should do.
......@@ -5609,11 +5607,8 @@ HRESULT WINAPI IWineD3DDeviceImpl_FindGLContext(IWineD3DDevice *iface, IWineD3DS
******************************/
HRESULT WINAPI IWineD3DDeviceImpl_ActiveRender(IWineD3DDevice* iface,
IWineD3DSurface *RenderSurface) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
IWineD3DSurface *StencilSurface = This->stencilBufferTarget;
HRESULT ret = D3DERR_INVALIDCALL;
IWineD3DSurface *tmp;
/**
* Currently only active for GLX >= 1.3
* for others versions we'll have to use GLXPixmaps
......@@ -5631,6 +5626,9 @@ HRESULT WINAPI IWineD3DDeviceImpl_ActiveRender(IWineD3DDevice* iface,
*/
#if defined(GL_VERSION_1_3)
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
IWineD3DSurface *StencilSurface = This->stencilBufferTarget;
IWineD3DSurface *tmp;
/** TODO: we only need to look up the configuration !IF! we are setting the target to a texture **/
GLXFBConfig* cfgs = NULL;
int nCfgs = 0;
......
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