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wine
wine-winehq
Commits
dbfb3739
Commit
dbfb3739
authored
Jun 10, 2006
by
Alexandre Julliard
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wined3d: Make all the local shader functions static.
parent
e9cbc66e
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3 changed files
with
7 additions
and
7 deletions
+7
-7
glsl_shader.c
dlls/wined3d/glsl_shader.c
+7
-7
pixelshader.c
dlls/wined3d/pixelshader.c
+0
-0
vertexshader.c
dlls/wined3d/vertexshader.c
+0
-0
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dlls/wined3d/glsl_shader.c
View file @
dbfb3739
...
...
@@ -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
,
...
...
dlls/wined3d/pixelshader.c
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dbfb3739
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dlls/wined3d/vertexshader.c
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dbfb3739
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