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authordegasus <wickmarkus@web.de>2014-07-08 14:29:26 +0200
committerdegasus <wickmarkus@web.de>2014-07-11 16:07:23 +0200
commit22e1aa5bb4a159d6d66a321f978917614aa36331 (patch)
tree5f1ec329704dd6120cfb5966dba76387ad1bbc2f /Source/Core/VideoBackends/Software/TransformUnit.cpp
parent3ff1c538ee20f59e513640865bab8fb430e70e84 (diff)
mark all local functions as static
Diffstat (limited to 'Source/Core/VideoBackends/Software/TransformUnit.cpp')
-rw-r--r--Source/Core/VideoBackends/Software/TransformUnit.cpp20
1 files changed, 10 insertions, 10 deletions
diff --git a/Source/Core/VideoBackends/Software/TransformUnit.cpp b/Source/Core/VideoBackends/Software/TransformUnit.cpp
index f79c57be00..e0907d7543 100644
--- a/Source/Core/VideoBackends/Software/TransformUnit.cpp
+++ b/Source/Core/VideoBackends/Software/TransformUnit.cpp
@@ -19,42 +19,42 @@
namespace TransformUnit
{
-void MultiplyVec2Mat24(const Vec3 &vec, const float *mat, Vec3 &result)
+static void MultiplyVec2Mat24(const Vec3 &vec, const float *mat, Vec3 &result)
{
result.x = mat[0] * vec.x + mat[1] * vec.y + mat[2] + mat[3];
result.y = mat[4] * vec.x + mat[5] * vec.y + mat[6] + mat[7];
result.z = 1.0f;
}
-void MultiplyVec2Mat34(const Vec3 &vec, const float *mat, Vec3 &result)
+static void MultiplyVec2Mat34(const Vec3 &vec, const float *mat, Vec3 &result)
{
result.x = mat[0] * vec.x + mat[1] * vec.y + mat[2] + mat[3];
result.y = mat[4] * vec.x + mat[5] * vec.y + mat[6] + mat[7];
result.z = mat[8] * vec.x + mat[9] * vec.y + mat[10] + mat[11];
}
-void MultiplyVec3Mat33(const Vec3 &vec, const float *mat, Vec3 &result)
+static void MultiplyVec3Mat33(const Vec3 &vec, const float *mat, Vec3 &result)
{
result.x = mat[0] * vec.x + mat[1] * vec.y + mat[2] * vec.z;
result.y = mat[3] * vec.x + mat[4] * vec.y + mat[5] * vec.z;
result.z = mat[6] * vec.x + mat[7] * vec.y + mat[8] * vec.z;
}
-void MultiplyVec3Mat24(const Vec3 &vec, const float *mat, Vec3 &result)
+static void MultiplyVec3Mat24(const Vec3 &vec, const float *mat, Vec3 &result)
{
result.x = mat[0] * vec.x + mat[1] * vec.y + mat[2] * vec.z + mat[3];
result.y = mat[4] * vec.x + mat[5] * vec.y + mat[6] * vec.z + mat[7];
result.z = 1.0f;
}
-void MultiplyVec3Mat34(const Vec3 &vec, const float *mat, Vec3 &result)
+static void MultiplyVec3Mat34(const Vec3 &vec, const float *mat, Vec3 &result)
{
result.x = mat[0] * vec.x + mat[1] * vec.y + mat[2] * vec.z + mat[3];
result.y = mat[4] * vec.x + mat[5] * vec.y + mat[6] * vec.z + mat[7];
result.z = mat[8] * vec.x + mat[9] * vec.y + mat[10] * vec.z + mat[11];
}
-void MultipleVec3Perspective(const Vec3 &vec, const float *proj, Vec4 &result)
+static void MultipleVec3Perspective(const Vec3 &vec, const float *proj, Vec4 &result)
{
result.x = proj[0] * vec.x + proj[1] * vec.z;
result.y = proj[2] * vec.y + proj[3] * vec.z;
@@ -63,7 +63,7 @@ void MultipleVec3Perspective(const Vec3 &vec, const float *proj, Vec4 &result)
result.w = -vec.z;
}
-void MultipleVec3Ortho(const Vec3 &vec, const float *proj, Vec4 &result)
+static void MultipleVec3Ortho(const Vec3 &vec, const float *proj, Vec4 &result)
{
result.x = proj[0] * vec.x + proj[1];
result.y = proj[2] * vec.y + proj[3];
@@ -104,7 +104,7 @@ void TransformNormal(const InputVertexData *src, bool nbt, OutputVertexData *dst
}
}
-void TransformTexCoordRegular(const TexMtxInfo &texinfo, int coordNum, bool specialCase, const InputVertexData *srcVertex, OutputVertexData *dstVertex)
+static void TransformTexCoordRegular(const TexMtxInfo &texinfo, int coordNum, bool specialCase, const InputVertexData *srcVertex, OutputVertexData *dstVertex)
{
const Vec3 *src;
switch (texinfo.sourcerow)
@@ -208,7 +208,7 @@ inline float SafeDivide(float n, float d)
return (d==0) ? (n>0?1:0) : n/d;
}
-void LightColor(const Vec3 &pos, const Vec3 &normal, u8 lightNum, const LitChannel &chan, Vec3 &lightCol)
+static void LightColor(const Vec3 &pos, const Vec3 &normal, u8 lightNum, const LitChannel &chan, Vec3 &lightCol)
{
const LightPointer *light = (const LightPointer*)&xfmem.lights[lightNum];
@@ -293,7 +293,7 @@ void LightColor(const Vec3 &pos, const Vec3 &normal, u8 lightNum, const LitChann
}
}
-void LightAlpha(const Vec3 &pos, const Vec3 &normal, u8 lightNum, const LitChannel &chan, float &lightCol)
+static void LightAlpha(const Vec3 &pos, const Vec3 &normal, u8 lightNum, const LitChannel &chan, float &lightCol)
{
const LightPointer *light = (const LightPointer*)&xfmem.lights[lightNum];