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wine
wine-winehq
Commits
190e1597
Commit
190e1597
authored
Jul 14, 2005
by
Stefan Huehner
Committed by
Alexandre Julliard
Jul 14, 2005
Browse files
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Plain Diff
Fix some missing-declarations warnings.
parent
eae4e45c
Hide whitespace changes
Inline
Side-by-side
Showing
4 changed files
with
21 additions
and
21 deletions
+21
-21
device.c
dlls/d3d8/device.c
+1
-1
drawprim.c
dlls/d3d8/drawprim.c
+10
-10
device.c
dlls/wined3d/device.c
+1
-1
drawprim.c
dlls/wined3d/drawprim.c
+9
-9
No files found.
dlls/d3d8/device.c
View file @
190e1597
...
@@ -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
};
...
...
dlls/d3d8/drawprim.c
View file @
190e1597
...
@@ -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
)
{
...
...
dlls/wined3d/device.c
View file @
190e1597
...
@@ -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
};
...
...
dlls/wined3d/drawprim.c
View file @
190e1597
...
@@ -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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