Commit dbfb3739 authored by Alexandre Julliard's avatar Alexandre Julliard

wined3d: Make all the local shader functions static.

parent e9cbc66e
......@@ -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,
......
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