Warning fixes.
diff --git a/dlls/ddraw/device_opengl.c b/dlls/ddraw/device_opengl.c
index cdced47..e0ebbf1 100644
--- a/dlls/ddraw/device_opengl.c
+++ b/dlls/ddraw/device_opengl.c
@@ -377,7 +377,7 @@
return cb(interface_name, device_name, &ddesc, context);
}
-ULONG WINAPI
+static ULONG WINAPI
GL_IDirect3DDeviceImpl_7_3T_2T_1T_Release(LPDIRECT3DDEVICE7 iface)
{
ICOM_THIS_FROM(IDirect3DDeviceImpl, IDirect3DDevice7, iface);
@@ -692,7 +692,7 @@
return enum_texture_format_OpenGL(lpD3DEnumTextureProc, NULL, lpArg, This->version);
}
-HRESULT WINAPI
+static HRESULT WINAPI
GL_IDirect3DDeviceImpl_7_3T_EnumTextureFormats(LPDIRECT3DDEVICE7 iface,
LPD3DENUMPIXELFORMATSCALLBACK lpD3DEnumPixelProc,
LPVOID lpArg)
@@ -702,7 +702,7 @@
return enum_texture_format_OpenGL(NULL, lpD3DEnumPixelProc, lpArg, This->version);
}
-HRESULT WINAPI
+static HRESULT WINAPI
GL_IDirect3DDeviceImpl_7_3T_2T_SetRenderState(LPDIRECT3DDEVICE7 iface,
D3DRENDERSTATETYPE dwRenderStateType,
DWORD dwRenderState)
@@ -717,7 +717,7 @@
return DD_OK;
}
-HRESULT WINAPI
+static HRESULT WINAPI
GL_IDirect3DDeviceImpl_7_3T_2T_GetRenderState(LPDIRECT3DDEVICE7 iface,
D3DRENDERSTATETYPE dwRenderStateType,
LPDWORD lpdwRenderState)
@@ -733,7 +733,7 @@
return DD_OK;
}
-HRESULT WINAPI
+static HRESULT WINAPI
GL_IDirect3DDeviceImpl_3_2T_GetLightState(LPDIRECT3DDEVICE3 iface,
D3DLIGHTSTATETYPE dwLightStateType,
LPDWORD lpdwLightState)
@@ -784,7 +784,7 @@
return DD_OK;
}
-HRESULT WINAPI
+static HRESULT WINAPI
GL_IDirect3DDeviceImpl_3_2T_SetLightState(LPDIRECT3DDEVICE3 iface,
D3DLIGHTSTATETYPE dwLightStateType,
DWORD dwLightState)
@@ -2401,7 +2401,7 @@
return DD_OK;
}
-HRESULT WINAPI
+static HRESULT WINAPI
GL_IDirect3DDeviceImpl_7_GetCaps(LPDIRECT3DDEVICE7 iface,
LPD3DDEVICEDESC7 lpD3DHELDevDesc)
{
@@ -2630,7 +2630,7 @@
return D3D_OK;
}
-HRESULT WINAPI
+static HRESULT WINAPI
GL_IDirect3DDeviceImpl_7_SetViewport(LPDIRECT3DDEVICE7 iface,
LPD3DVIEWPORT7 lpData)
{
@@ -3035,7 +3035,7 @@
if (dwFlags & DDBLT_COLORFILL) {
/* This is easy to handle for the D3D Device... */
DWORD color;
- GLenum prev_draw;
+ GLint prev_draw;
/* The color as given in the Blt function is in the format of the frame-buffer...
* 'clear' expect it in ARGB format => we need to do some conversion :-)
@@ -3110,7 +3110,7 @@
/* Both are 3D devices and using the same GL device and the Blt is without color-keying */
D3DRECT src_rect;
int width, height;
- GLenum prev_draw;
+ GLint prev_draw;
WINE_GL_BUFFER_TYPE src_buffer_type;
IDirect3DDeviceGLImpl *gl_d3d_dev = (IDirect3DDeviceGLImpl *) This->d3ddevice;
BOOLEAN initial;
@@ -3231,7 +3231,7 @@
(this prevents calling glReadPixels) */
D3DRECT src_rect;
int width, height;
- GLenum prev_draw;
+ GLint prev_draw;
IDirect3DDeviceGLImpl *gl_d3d_dev = (IDirect3DDeviceGLImpl *) This->d3ddevice;
BOOLEAN initial;
DWORD opt_bitmap;
@@ -3340,7 +3340,7 @@
IDirectDrawSurfaceImpl *src_impl = ICOM_OBJECT(IDirectDrawSurfaceImpl, IDirectDrawSurface7, src);
IDirect3DDeviceGLImpl *gl_d3d_dev = (IDirect3DDeviceGLImpl *) This->d3ddevice;
WINE_GL_BUFFER_TYPE buffer_type;
- GLenum prev_draw;
+ GLint prev_draw;
DWORD opt_bitmap;
BOOLEAN initial;
int width, height, x, y;
@@ -3944,7 +3944,7 @@
/* First, check if we need to do anything. For the backbuffer, flushing is done at the next 3D activity. */
if ((This->lastlocktype & DDLOCK_READONLY) == 0) {
if (buffer_type == WINE_GL_BUFFER_FRONT) {
- GLenum prev_draw;
+ GLint prev_draw;
TRACE(" flushing front buffer immediately on screen.\n");