(XDK) Turn some functions non-static

This commit is contained in:
twinaphex 2015-04-05 19:23:33 +02:00
parent 36a062bcf3
commit c4126d4d11
3 changed files with 6 additions and 11 deletions

View File

@ -297,7 +297,7 @@ static void renderchain_set_shader_mvp(void *data, void *shader_data, void *matr
cgD3D9SetUniform(cgp, &val); \
} while(0)
void renderchain_set_shader_params(void *data, void *pass_data,
static void renderchain_set_shader_params(void *data, void *pass_data,
unsigned video_w, unsigned video_h,
unsigned tex_w, unsigned tex_h,
unsigned viewport_w, unsigned viewport_h)

View File

@ -98,11 +98,6 @@ void renderchain_set_shaders(void *data, void *fragment_data, void *vertex_data)
void renderchain_destroy_shader(void *data, int i);
void renderchain_set_shader_params(void *data, void *pass_data,
unsigned video_w, unsigned video_h,
unsigned tex_w, unsigned tex_h,
unsigned viewport_w, unsigned viewport_h);
bool renderchain_init_shader_fvf(void *data, void *pass_data);
#endif

View File

@ -20,7 +20,7 @@ static void renderchain_set_mvp(void *data, unsigned vp_width,
#endif
}
static void renderchain_clear(void *data)
void renderchain_clear(void *data)
{
d3d_video_t *d3d = (d3d_video_t*)data;
@ -28,7 +28,7 @@ static void renderchain_clear(void *data)
d3d_vertex_buffer_free(d3d->vertex_buf, d3d->vertex_decl);
}
static void renderchain_free(void *data)
void renderchain_free(void *data)
{
d3d_video_t *chain = (d3d_video_t*)data;
@ -100,11 +100,11 @@ static bool renderchain_create_first_pass(void *data,
return true;
}
static void renderchain_deinit_shader(void)
void renderchain_deinit_shader(void)
{
}
static bool renderchain_init_shader(void *data)
bool renderchain_init_shader(void *data)
{
const char *shader_path = NULL;
d3d_video_t *d3d = (d3d_video_t*)data;
@ -239,7 +239,7 @@ static void renderchain_set_vertices(void *data, unsigned pass,
#endif
}
static void renderchain_blit_to_texture(void *data, const void *frame,
void renderchain_blit_to_texture(void *data, const void *frame,
unsigned width, unsigned height, unsigned pitch)
{
D3DLOCKED_RECT d3dlr;