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wine
wine-cw
Commits
6ced8a3f
Commit
6ced8a3f
authored
Jul 06, 2008
by
Andrew Talbot
Committed by
Alexandre Julliard
Jul 07, 2008
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Plain Diff
wined3d: Remove unneeded address-of operators from function names.
parent
5806e4b5
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Showing
3 changed files
with
46 additions
and
46 deletions
+46
-46
arb_program_shader.c
dlls/wined3d/arb_program_shader.c
+15
-15
baseshader.c
dlls/wined3d/baseshader.c
+15
-15
glsl_shader.c
dlls/wined3d/glsl_shader.c
+16
-16
No files found.
dlls/wined3d/arb_program_shader.c
View file @
6ced8a3f
...
...
@@ -2098,20 +2098,20 @@ static void shader_arb_fragment_enable(IWineD3DDevice *iface, BOOL enable) {
}
const
shader_backend_t
arb_program_shader_backend
=
{
&
shader_arb_select
,
&
shader_arb_select_depth_blt
,
&
shader_arb_destroy_depth_blt
,
&
shader_arb_load_constants
,
&
shader_arb_cleanup
,
&
shader_arb_color_correction
,
&
shader_arb_destroy
,
&
shader_arb_alloc
,
&
shader_arb_free
,
&
shader_arb_dirty_const
,
&
shader_arb_generate_pshader
,
&
shader_arb_generate_vshader
,
&
shader_arb_get_caps
,
&
shader_arb_load_init
,
&
shader_arb_fragment_enable
,
shader_arb_select
,
shader_arb_select_depth_blt
,
shader_arb_destroy_depth_blt
,
shader_arb_load_constants
,
shader_arb_cleanup
,
shader_arb_color_correction
,
shader_arb_destroy
,
shader_arb_alloc
,
shader_arb_free
,
shader_arb_dirty_const
,
shader_arb_generate_pshader
,
shader_arb_generate_vshader
,
shader_arb_get_caps
,
shader_arb_load_init
,
shader_arb_fragment_enable
,
FFPStateTable
};
dlls/wined3d/baseshader.c
View file @
6ced8a3f
...
...
@@ -1201,21 +1201,21 @@ static void shader_none_fragment_enable(IWineD3DDevice *iface, BOOL enable) {
#undef GLINFO_LOCATION
const
shader_backend_t
none_shader_backend
=
{
&
shader_none_select
,
&
shader_none_select_depth_blt
,
&
shader_none_destroy_depth_blt
,
&
shader_none_load_constants
,
&
shader_none_cleanup
,
&
shader_none_color_correction
,
&
shader_none_destroy
,
&
shader_none_alloc
,
&
shader_none_free
,
&
shader_none_dirty_const
,
&
shader_none_generate_pshader
,
&
shader_none_generate_vshader
,
&
shader_none_get_caps
,
&
shader_none_load_init
,
&
shader_none_fragment_enable
,
shader_none_select
,
shader_none_select_depth_blt
,
shader_none_destroy_depth_blt
,
shader_none_load_constants
,
shader_none_cleanup
,
shader_none_color_correction
,
shader_none_destroy
,
shader_none_alloc
,
shader_none_free
,
shader_none_dirty_const
,
shader_none_generate_pshader
,
shader_none_generate_vshader
,
shader_none_get_caps
,
shader_none_load_init
,
shader_none_fragment_enable
,
FFPStateTable
};
...
...
dlls/wined3d/glsl_shader.c
View file @
6ced8a3f
...
...
@@ -3473,7 +3473,7 @@ static BOOL glsl_program_key_compare(void *keya, void *keyb) {
static
HRESULT
shader_glsl_alloc
(
IWineD3DDevice
*
iface
)
{
IWineD3DDeviceImpl
*
This
=
(
IWineD3DDeviceImpl
*
)
iface
;
This
->
shader_priv
=
HeapAlloc
(
GetProcessHeap
(),
HEAP_ZERO_MEMORY
,
sizeof
(
struct
shader_glsl_priv
));
This
->
glsl_program_lookup
=
hash_table_create
(
&
glsl_program_key_hash
,
&
glsl_program_key_compare
);
This
->
glsl_program_lookup
=
hash_table_create
(
glsl_program_key_hash
,
glsl_program_key_compare
);
return
WINED3D_OK
;
}
...
...
@@ -3693,20 +3693,20 @@ static void shader_glsl_fragment_enable(IWineD3DDevice *iface, BOOL enable) {
}
const
shader_backend_t
glsl_shader_backend
=
{
&
shader_glsl_select
,
&
shader_glsl_select_depth_blt
,
&
shader_glsl_destroy_depth_blt
,
&
shader_glsl_load_constants
,
&
shader_glsl_cleanup
,
&
shader_glsl_color_correction
,
&
shader_glsl_destroy
,
&
shader_glsl_alloc
,
&
shader_glsl_free
,
&
shader_glsl_dirty_const
,
&
shader_glsl_generate_pshader
,
&
shader_glsl_generate_vshader
,
&
shader_glsl_get_caps
,
&
shader_glsl_load_init
,
&
shader_glsl_fragment_enable
,
shader_glsl_select
,
shader_glsl_select_depth_blt
,
shader_glsl_destroy_depth_blt
,
shader_glsl_load_constants
,
shader_glsl_cleanup
,
shader_glsl_color_correction
,
shader_glsl_destroy
,
shader_glsl_alloc
,
shader_glsl_free
,
shader_glsl_dirty_const
,
shader_glsl_generate_pshader
,
shader_glsl_generate_vshader
,
shader_glsl_get_caps
,
shader_glsl_load_init
,
shader_glsl_fragment_enable
,
FFPStateTable
};
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