Commit 0ae60765 authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

wined3d: Make functions static where possible.

parent 2acf8d79
......@@ -32,6 +32,8 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
#define GLNAME_REQUIRE_GLSL ((const char *)1)
static void shader_dump_param(IWineD3DBaseShader *iface, const DWORD param, const DWORD addr_token, int input);
static inline BOOL shader_is_version_token(DWORD token) {
return shader_is_pshader_version(token) ||
shader_is_vshader_version(token);
......@@ -99,12 +101,8 @@ const SHADER_OPCODE* shader_get_opcode(
/* Read a parameter opcode from the input stream,
* and possibly a relative addressing token.
* Return the number of tokens read */
int shader_get_param(
IWineD3DBaseShader* iface,
const DWORD* pToken,
DWORD* param,
DWORD* addr_token) {
static int shader_get_param(IWineD3DBaseShader *iface, const DWORD *pToken, DWORD *param, DWORD *addr_token)
{
/* PS >= 3.0 have relative addressing (with token)
* VS >= 2.0 have relative addressing (with token)
* VS >= 1.0 < 2.0 have relative addressing (without token)
......@@ -139,11 +137,8 @@ static inline int shader_skip_opcode(
* Note: This function assumes source or destination token format.
* It will not work with specially-formatted tokens like DEF or DCL,
* but hopefully those would be recognized */
int shader_skip_unrecognized(
IWineD3DBaseShader* iface,
const DWORD* pToken) {
static int shader_skip_unrecognized(IWineD3DBaseShader *iface, const DWORD *pToken)
{
int tokens_read = 0;
int i = 0;
......@@ -165,9 +160,8 @@ int shader_skip_unrecognized(
/* Convert floating point offset relative
* to a register file to an absolute offset for float constants */
unsigned int shader_get_float_offset(const DWORD reg) {
static unsigned int shader_get_float_offset(const DWORD reg)
{
unsigned int regnum = reg & WINED3DSP_REGNUM_MASK;
int regtype = shader_get_regtype(reg);
......@@ -602,12 +596,8 @@ static void shader_dump_arr_entry(
TRACE("]");
}
void shader_dump_param(
IWineD3DBaseShader *iface,
const DWORD param,
const DWORD addr_token,
int input) {
static void shader_dump_param(IWineD3DBaseShader *iface, const DWORD param, const DWORD addr_token, int input)
{
IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
static const char * const rastout_reg_names[] = { "oPos", "oFog", "oPts" };
static const char * const misctype_reg_names[] = { "vPos", "vFace"};
......@@ -896,8 +886,8 @@ void shader_generate_main(IWineD3DBaseShader *iface, SHADER_BUFFER* buffer,
}
}
void shader_dump_ins_modifiers(const DWORD output) {
static void shader_dump_ins_modifiers(const DWORD output)
{
DWORD shift = (output & WINED3DSP_DSTSHIFT_MASK) >> WINED3DSP_DSTSHIFT_SHIFT;
DWORD mmask = output & WINED3DSP_DSTMOD_MASK;
......
......@@ -63,7 +63,7 @@ HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object) {
}
/** Copy all members of one stateblock to another */
void stateblock_savedstates_copy(IWineD3DStateBlock* iface, SAVEDSTATES *dest, const SAVEDSTATES *source)
static void stateblock_savedstates_copy(IWineD3DStateBlock* iface, SAVEDSTATES *dest, const SAVEDSTATES *source)
{
IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
unsigned bsize = sizeof(BOOL);
......
......@@ -1795,8 +1795,6 @@ extern void stateblock_savedstates_set(
SAVEDSTATES* states,
BOOL value);
extern void stateblock_savedstates_copy(IWineD3DStateBlock *iface, SAVEDSTATES *dest, const SAVEDSTATES *source);
extern void stateblock_copy(
IWineD3DStateBlock* destination,
IWineD3DStateBlock* source);
......@@ -2169,29 +2167,10 @@ extern HRESULT shader_get_registers_used(
extern void shader_generate_main(IWineD3DBaseShader *iface, SHADER_BUFFER *buffer,
const shader_reg_maps *reg_maps, const DWORD *pFunction);
extern void shader_dump_ins_modifiers(
const DWORD output);
extern void shader_dump_param(
IWineD3DBaseShader *iface,
const DWORD param,
const DWORD addr_token,
int input);
extern void shader_trace_init(
IWineD3DBaseShader *iface,
const DWORD* pFunction);
extern int shader_get_param(
IWineD3DBaseShader* iface,
const DWORD* pToken,
DWORD* param,
DWORD* addr_token);
extern int shader_skip_unrecognized(
IWineD3DBaseShader* iface,
const DWORD* pToken);
static inline int shader_get_regtype(const DWORD param) {
return (((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) |
((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2));
......@@ -2201,8 +2180,6 @@ static inline int shader_get_writemask(const DWORD param) {
return param & WINED3DSP_WRITEMASK_ALL;
}
extern unsigned int shader_get_float_offset(const DWORD reg);
static inline BOOL shader_is_pshader_version(DWORD token) {
return 0xFFFF0000 == (token & 0xFFFF0000);
}
......
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