Commit 190e1597 authored by Stefan Huehner's avatar Stefan Huehner Committed by Alexandre Julliard

Fix some missing-declarations warnings.

parent eae4e45c
......@@ -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};
......
......@@ -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) {
......
......@@ -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};
......
......@@ -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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