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) { ...@@ -150,7 +150,7 @@ void setupTextureStates(LPDIRECT3DDEVICE8 iface, DWORD Stage, DWORD Flags) {
} }
/* Convert the D3DLIGHT8 properties into equivalent gl lights */ /* 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 quad_att;
float colRGBA[] = {0.0, 0.0, 0.0, 0.0}; float colRGBA[] = {0.0, 0.0, 0.0, 0.0};
......
...@@ -56,7 +56,7 @@ typedef struct _D3DVECTOR_4 { ...@@ -56,7 +56,7 @@ typedef struct _D3DVECTOR_4 {
a vertex shader will be in use. Note the fvf bits returned may be split over 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 multiple streams only if the vertex shader was created, otherwise it all relates
to stream 0 */ to stream 0 */
BOOL initializeFVF(LPDIRECT3DDEVICE8 iface, static BOOL initializeFVF(LPDIRECT3DDEVICE8 iface,
DWORD *FVFbits, /* What to expect in the FVF across all streams */ DWORD *FVFbits, /* What to expect in the FVF across all streams */
BOOL *useVertexShaderFunction) /* Should we use the vertex shader */ BOOL *useVertexShaderFunction) /* Should we use the vertex shader */
{ {
...@@ -109,7 +109,7 @@ BOOL initializeFVF(LPDIRECT3DDEVICE8 iface, ...@@ -109,7 +109,7 @@ BOOL initializeFVF(LPDIRECT3DDEVICE8 iface,
} }
/* Issues the glBegin call for gl given the primitive type and count */ /* Issues the glBegin call for gl given the primitive type and count */
DWORD primitiveToGl(D3DPRIMITIVETYPE PrimitiveType, static DWORD primitiveToGl(D3DPRIMITIVETYPE PrimitiveType,
DWORD NumPrimitives, DWORD NumPrimitives,
GLenum *primType) GLenum *primType)
{ {
...@@ -162,7 +162,7 @@ DWORD primitiveToGl(D3DPRIMITIVETYPE PrimitiveType, ...@@ -162,7 +162,7 @@ DWORD primitiveToGl(D3DPRIMITIVETYPE PrimitiveType,
/* Ensure the appropriate material states are set up - only change /* Ensure the appropriate material states are set up - only change
state if really required */ state if really required */
void init_materials(LPDIRECT3DDEVICE8 iface, BOOL isDiffuseSupplied) { static void init_materials(LPDIRECT3DDEVICE8 iface, BOOL isDiffuseSupplied) {
BOOL requires_material_reset = FALSE; BOOL requires_material_reset = FALSE;
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface; IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
...@@ -227,7 +227,7 @@ static GLfloat invymat[16]={ ...@@ -227,7 +227,7 @@ static GLfloat invymat[16]={
/* Setup views - Transformed & lit if RHW, else untransformed. /* Setup views - Transformed & lit if RHW, else untransformed.
Only unlit if Normals are supplied Only unlit if Normals are supplied
Returns: Whether to restore lighting afterwards */ 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; BOOL isLightingOn = FALSE;
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface; IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
...@@ -357,7 +357,7 @@ BOOL primitiveInitState(LPDIRECT3DDEVICE8 iface, BOOL vtx_transformed, BOOL vtx_ ...@@ -357,7 +357,7 @@ BOOL primitiveInitState(LPDIRECT3DDEVICE8 iface, BOOL vtx_transformed, BOOL vtx_
return isLightingOn; return isLightingOn;
} }
void primitiveConvertToStridedData(LPDIRECT3DDEVICE8 iface, Direct3DVertexStridedData *strided, LONG BaseVertexIndex) { static void primitiveConvertToStridedData(LPDIRECT3DDEVICE8 iface, Direct3DVertexStridedData *strided, LONG BaseVertexIndex) {
short LoopThroughTo = 0; short LoopThroughTo = 0;
short nStream; short nStream;
...@@ -513,7 +513,7 @@ void primitiveConvertToStridedData(LPDIRECT3DDEVICE8 iface, Direct3DVertexStride ...@@ -513,7 +513,7 @@ void primitiveConvertToStridedData(LPDIRECT3DDEVICE8 iface, Direct3DVertexStride
} }
/* Draw a single vertex using this information */ /* 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 isXYZ, float x, float y, float z, float rhw, /* xyzn position*/
BOOL isNormal, float nx, float ny, float nz, /* normal */ BOOL isNormal, float nx, float ny, float nz, /* normal */
BOOL isDiffuse, float *dRGBA, /* 1st colors */ BOOL isDiffuse, float *dRGBA, /* 1st colors */
...@@ -662,7 +662,7 @@ void draw_vertex(LPDIRECT3DDEVICE8 iface, /* interf ...@@ -662,7 +662,7 @@ void draw_vertex(LPDIRECT3DDEVICE8 iface, /* interf
* Faster GL version using pointers to data, harder to debug though * Faster GL version using pointers to data, harder to debug though
* Note does not handle vertex shaders yet * Note does not handle vertex shaders yet
*/ */
void drawStridedFast(LPDIRECT3DDEVICE8 iface, Direct3DVertexStridedData *sd, static void drawStridedFast(LPDIRECT3DDEVICE8 iface, Direct3DVertexStridedData *sd,
int PrimitiveType, ULONG NumPrimitives, int PrimitiveType, ULONG NumPrimitives,
const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx) { const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx) {
unsigned int textureNo = 0; unsigned int textureNo = 0;
...@@ -923,7 +923,7 @@ void drawStridedFast(LPDIRECT3DDEVICE8 iface, Direct3DVertexStridedData *sd, ...@@ -923,7 +923,7 @@ void drawStridedFast(LPDIRECT3DDEVICE8 iface, Direct3DVertexStridedData *sd,
* Actually draw using the supplied information. * Actually draw using the supplied information.
* Slower GL version which extracts info about each vertex in turn * 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, int PrimitiveType, ULONG NumPrimitives,
const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx) { const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx) {
...@@ -1233,7 +1233,7 @@ void drawStridedSlow(LPDIRECT3DDEVICE8 iface, Direct3DVertexStridedData *sd, ...@@ -1233,7 +1233,7 @@ void drawStridedSlow(LPDIRECT3DDEVICE8 iface, Direct3DVertexStridedData *sd,
* Note: strided data is uninitialized, as we need to pass the vertex * Note: strided data is uninitialized, as we need to pass the vertex
* shader directly as ordering irs yet * shader directly as ordering irs yet
*/ */
void drawStridedSoftwareVS(LPDIRECT3DDEVICE8 iface, Direct3DVertexStridedData *sd, static void drawStridedSoftwareVS(LPDIRECT3DDEVICE8 iface, Direct3DVertexStridedData *sd,
int PrimitiveType, ULONG NumPrimitives, int PrimitiveType, ULONG NumPrimitives,
const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx) { const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx) {
...@@ -1368,7 +1368,7 @@ void drawStridedSoftwareVS(LPDIRECT3DDEVICE8 iface, Direct3DVertexStridedData *s ...@@ -1368,7 +1368,7 @@ void drawStridedSoftwareVS(LPDIRECT3DDEVICE8 iface, Direct3DVertexStridedData *s
checkGLcall("glEnd and previous calls"); checkGLcall("glEnd and previous calls");
} }
void drawStridedHardwareVS(LPDIRECT3DDEVICE8 iface, Direct3DVertexStridedData *sd, static void drawStridedHardwareVS(LPDIRECT3DDEVICE8 iface, Direct3DVertexStridedData *sd,
int PrimitiveType, ULONG NumPrimitives, int PrimitiveType, ULONG NumPrimitives,
const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx) { 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 ...@@ -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 * Utility functions follow
**********************************************************/ **********************************************************/
/* Convert the D3DLIGHT properties into equivalent gl lights */ /* 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 quad_att;
float colRGBA[] = {0.0, 0.0, 0.0, 0.0}; float colRGBA[] = {0.0, 0.0, 0.0, 0.0};
......
...@@ -40,7 +40,7 @@ extern IDirect3DPixelShaderImpl* PixelShaders[64]; ...@@ -40,7 +40,7 @@ extern IDirect3DPixelShaderImpl* PixelShaders[64];
a vertex shader will be in use. Note the fvf bits returned may be split over 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 multiple streams only if the vertex shader was created, otherwise it all relates
to stream 0 */ to stream 0 */
BOOL initializeFVF(IWineD3DDevice *iface, static BOOL initializeFVF(IWineD3DDevice *iface,
DWORD *FVFbits, /* What to expect in the FVF across all streams */ DWORD *FVFbits, /* What to expect in the FVF across all streams */
BOOL *useVertexShaderFunction) /* Should we use the vertex shader */ BOOL *useVertexShaderFunction) /* Should we use the vertex shader */
{ {
...@@ -99,7 +99,7 @@ BOOL initializeFVF(IWineD3DDevice *iface, ...@@ -99,7 +99,7 @@ BOOL initializeFVF(IWineD3DDevice *iface,
} }
/* Issues the glBegin call for gl given the primitive type and count */ /* Issues the glBegin call for gl given the primitive type and count */
DWORD primitiveToGl(D3DPRIMITIVETYPE PrimitiveType, static DWORD primitiveToGl(D3DPRIMITIVETYPE PrimitiveType,
DWORD NumPrimitives, DWORD NumPrimitives,
GLenum *primType) GLenum *primType)
{ {
...@@ -152,7 +152,7 @@ DWORD primitiveToGl(D3DPRIMITIVETYPE PrimitiveType, ...@@ -152,7 +152,7 @@ DWORD primitiveToGl(D3DPRIMITIVETYPE PrimitiveType,
/* Ensure the appropriate material states are set up - only change /* Ensure the appropriate material states are set up - only change
state if really required */ state if really required */
void init_materials(IWineD3DDevice *iface, BOOL isDiffuseSupplied) { static void init_materials(IWineD3DDevice *iface, BOOL isDiffuseSupplied) {
BOOL requires_material_reset = FALSE; BOOL requires_material_reset = FALSE;
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
...@@ -217,7 +217,7 @@ static GLfloat invymat[16]={ ...@@ -217,7 +217,7 @@ static GLfloat invymat[16]={
/* Setup views - Transformed & lit if RHW, else untransformed. /* Setup views - Transformed & lit if RHW, else untransformed.
Only unlit if Normals are supplied Only unlit if Normals are supplied
Returns: Whether to restore lighting afterwards */ 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; BOOL isLightingOn = FALSE;
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
...@@ -533,7 +533,7 @@ void primitiveDeclarationConvertToStridedData(IWineD3DDevice *iface, Direct3DVer ...@@ -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 LoopThroughTo = 0;
short nStream; short nStream;
...@@ -691,7 +691,7 @@ void primitiveConvertToStridedData(IWineD3DDevice *iface, Direct3DVertexStridedD ...@@ -691,7 +691,7 @@ void primitiveConvertToStridedData(IWineD3DDevice *iface, Direct3DVertexStridedD
} }
/* Draw a single vertex using this information */ /* 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 isXYZ, float x, float y, float z, float rhw, /* xyzn position*/
BOOL isNormal, float nx, float ny, float nz, /* normal */ BOOL isNormal, float nx, float ny, float nz, /* normal */
BOOL isDiffuse, float *dRGBA, /* 1st colors */ BOOL isDiffuse, float *dRGBA, /* 1st colors */
...@@ -824,7 +824,7 @@ void draw_vertex(IWineD3DDevice *iface, /* interfac ...@@ -824,7 +824,7 @@ void draw_vertex(IWineD3DDevice *iface, /* interfac
* Faster GL version using pointers to data, harder to debug though * Faster GL version using pointers to data, harder to debug though
* Note does not handle vertex shaders yet * Note does not handle vertex shaders yet
*/ */
void drawStridedFast(IWineD3DDevice *iface, Direct3DVertexStridedData *sd, static void drawStridedFast(IWineD3DDevice *iface, Direct3DVertexStridedData *sd,
int PrimitiveType, ULONG NumPrimitives, int PrimitiveType, ULONG NumPrimitives,
const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx) { const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx) {
unsigned int textureNo = 0; unsigned int textureNo = 0;
...@@ -1080,7 +1080,7 @@ void drawStridedFast(IWineD3DDevice *iface, Direct3DVertexStridedData *sd, ...@@ -1080,7 +1080,7 @@ void drawStridedFast(IWineD3DDevice *iface, Direct3DVertexStridedData *sd,
* Actually draw using the supplied information. * Actually draw using the supplied information.
* Slower GL version which extracts info about each vertex in turn * 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, int PrimitiveType, ULONG NumPrimitives,
const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx) { const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx) {
...@@ -1516,7 +1516,7 @@ void drawStridedSoftwareVS(IWineD3DDevice *iface, Direct3DVertexStridedData *sd, ...@@ -1516,7 +1516,7 @@ void drawStridedSoftwareVS(IWineD3DDevice *iface, Direct3DVertexStridedData *sd,
checkGLcall("glEnd and previous calls"); checkGLcall("glEnd and previous calls");
} }
void drawStridedHardwareVS(IWineD3DDevice *iface, Direct3DVertexStridedData *sd, static void drawStridedHardwareVS(IWineD3DDevice *iface, Direct3DVertexStridedData *sd,
int PrimitiveType, ULONG NumPrimitives, int PrimitiveType, ULONG NumPrimitives,
const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx) { const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx) {
......
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