wined3d: Replace inline static with static inline.

oldstable
Andrew Talbot 2007-03-17 10:39:40 +00:00 committed by Alexandre Julliard
parent 48d740855e
commit 2f5f3825c6
8 changed files with 13 additions and 13 deletions

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@ -483,7 +483,7 @@ static void pshader_gen_input_modifier_line (
sprintf(outregstr, "T%c%s", 'A' + tmpreg, swzstr);
}
inline static void pshader_gen_output_modifier_line(
static inline void pshader_gen_output_modifier_line(
SHADER_BUFFER* buffer,
int saturate,
char *write_mask,

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@ -31,7 +31,7 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
#define GLNAME_REQUIRE_GLSL ((const char *)1)
inline static BOOL shader_is_version_token(DWORD token) {
static inline BOOL shader_is_version_token(DWORD token) {
return shader_is_pshader_version(token) ||
shader_is_vshader_version(token);
}

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@ -60,7 +60,7 @@ enum x11drv_escape_codes
};
/* retrieve the X display to use on a given DC */
inline static Display *get_display( HDC hdc )
static inline Display *get_display( HDC hdc )
{
Display *display;
enum x11drv_escape_codes escape = X11DRV_GET_DISPLAY;

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@ -51,7 +51,7 @@ enum x11drv_escape_codes
};
/* retrieve the X display to use on a given DC */
inline static Display *get_display( HDC hdc )
static inline Display *get_display( HDC hdc )
{
Display *display;
enum x11drv_escape_codes escape = X11DRV_GET_DISPLAY;

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@ -330,7 +330,7 @@ static void pshader_set_limits(
/** Generate a pixel shader string using either GL_FRAGMENT_PROGRAM_ARB
or GLSL and send it to the card */
inline static VOID IWineD3DPixelShaderImpl_GenerateShader(
static inline VOID IWineD3DPixelShaderImpl_GenerateShader(
IWineD3DPixelShader *iface,
shader_reg_maps* reg_maps,
CONST DWORD *pFunction) {

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@ -35,7 +35,7 @@ enum x11drv_escape_codes
};
/* retrieve the X display to use on a given DC */
inline static Display *get_display( HDC hdc )
static inline Display *get_display( HDC hdc )
{
Display *display;
enum x11drv_escape_codes escape = X11DRV_GET_DISPLAY;

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@ -85,7 +85,7 @@ IWineD3D* WINAPI WineDirect3DCreate(UINT SDKVersion, UINT dxVersion, IUnknown *p
return (IWineD3D *)object;
}
inline static DWORD get_config_key(HKEY defkey, HKEY appkey, const char* name, char* buffer, DWORD size)
static inline DWORD get_config_key(HKEY defkey, HKEY appkey, const char* name, char* buffer, DWORD size)
{
if (0 != appkey && !RegQueryValueExA( appkey, name, 0, NULL, (LPBYTE) buffer, &size )) return 0;
if (0 != defkey && !RegQueryValueExA( defkey, name, 0, NULL, (LPBYTE) buffer, &size )) return 0;

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@ -1806,22 +1806,22 @@ extern void print_glsl_info_log(
WineD3D_GL_Info *gl_info,
GLhandleARB obj);
inline static int shader_get_regtype(const DWORD param) {
static inline int shader_get_regtype(const DWORD param) {
return (((param & WINED3DSP_REGTYPE_MASK) >> WINED3DSP_REGTYPE_SHIFT) |
((param & WINED3DSP_REGTYPE_MASK2) >> WINED3DSP_REGTYPE_SHIFT2));
}
extern unsigned int shader_get_float_offset(const DWORD reg);
inline static BOOL shader_is_pshader_version(DWORD token) {
static inline BOOL shader_is_pshader_version(DWORD token) {
return 0xFFFF0000 == (token & 0xFFFF0000);
}
inline static BOOL shader_is_vshader_version(DWORD token) {
static inline BOOL shader_is_vshader_version(DWORD token) {
return 0xFFFE0000 == (token & 0xFFFF0000);
}
inline static BOOL shader_is_comment(DWORD token) {
static inline BOOL shader_is_comment(DWORD token) {
return WINED3DSIO_COMMENT == (token & WINED3DSI_OPCODE_MASK);
}
@ -1936,14 +1936,14 @@ typedef struct {
const PixelFormatDesc *getFormatDescEntry(WINED3DFORMAT fmt);
inline static BOOL use_vs(IWineD3DDeviceImpl *device) {
static inline BOOL use_vs(IWineD3DDeviceImpl *device) {
return (device->vs_selected_mode != SHADER_NONE
&& device->stateBlock->vertexShader
&& ((IWineD3DVertexShaderImpl *)device->stateBlock->vertexShader)->baseShader.function
&& !device->strided_streams.u.s.position_transformed);
}
inline static BOOL use_ps(IWineD3DDeviceImpl *device) {
static inline BOOL use_ps(IWineD3DDeviceImpl *device) {
return (device->ps_selected_mode != SHADER_NONE
&& device->stateBlock->pixelShader
&& ((IWineD3DPixelShaderImpl *)device->stateBlock->pixelShader)->baseShader.function);