1616#include <math.h>
1717#endif /* MOJOSHADER_USE_SDL_STDLIB */
1818
19- void MOJOSHADER_runPreshader (const MOJOSHADER_preshader * preshader ,
20- float * outregs )
19+ static void run_preshader (const MOJOSHADER_preshader * preshader ,
20+ float * outregs )
2121{
2222 const float * inregs = preshader -> registers ;
2323
@@ -208,7 +208,7 @@ void MOJOSHADER_runPreshader(const MOJOSHADER_preshader *preshader,
208208 outregs [operand -> index + i ] = (float ) dst [i ];
209209 } // else
210210 } // for
211- } // MOJOSHADER_runPreshader
211+ } // run_preshader
212212
213213static MOJOSHADER_effect MOJOSHADER_out_of_mem_effect = {
214214 1 , & MOJOSHADER_out_of_mem_error , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0
@@ -1878,7 +1878,7 @@ void MOJOSHADER_effectCommitChanges(MOJOSHADER_effect *effect)
18781878 param->valuesI + (j << 2), \
18791879 param->type.columns << 2); \
18801880 } while (++i < raw->preshader->symbol_count); \
1881- MOJOSHADER_runPreshader (raw->preshader, &selector); \
1881+ run_preshader (raw->preshader, &selector); \
18821882 shader_object = effect->params[raw->params[0]].value.valuesI[(int) selector]; \
18831883 raw = &effect->objects[shader_object].shader; \
18841884 gls = raw->shader; \
@@ -1906,7 +1906,7 @@ void MOJOSHADER_effectCommitChanges(MOJOSHADER_effect *effect)
19061906
19071907 /* This is where parameters are copied into the constant buffers.
19081908 * If you're looking for where things slow down immensely, look at
1909- * the copy_parameter_data() and MOJOSHADER_runPreshader () functions.
1909+ * the copy_parameter_data() and run_preshader () functions.
19101910 * -flibit
19111911 */
19121912 // !!! FIXME: We're just copying everything every time. Blech. -flibit
@@ -1930,7 +1930,7 @@ void MOJOSHADER_effectCommitChanges(MOJOSHADER_effect *effect)
19301930 pd->preshader->registers, \
19311931 NULL, \
19321932 NULL); \
1933- MOJOSHADER_runPreshader (pd->preshader, stage##_reg_file_f); \
1933+ run_preshader (pd->preshader, stage##_reg_file_f); \
19341934 } \
19351935 }
19361936 effect -> ctx .mapUniformBufferMemory (effect -> ctx .shaderContext ,
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