diff --git a/Source/Core/VideoCommon/PostProcessing.cpp b/Source/Core/VideoCommon/PostProcessing.cpp index 49b05e6762..615d853a45 100644 --- a/Source/Core/VideoCommon/PostProcessing.cpp +++ b/Source/Core/VideoCommon/PostProcessing.cpp @@ -39,8 +39,8 @@ static const char s_default_pixel_shader_name[] = "default_pre_post_process"; // RGBA16F should have enough quality even if we store colors in gamma space on it. static const AbstractTextureFormat s_intermediary_buffer_format = AbstractTextureFormat::RGBA16F; -bool LoadShaderFromFile(const std::string& shader, const std::string& sub_dir, - std::string& out_code) +static bool LoadShaderFromFile(const std::string& shader, const std::string& sub_dir, + std::string& out_code) { std::string path = File::GetUserPath(D_SHADERS_IDX) + sub_dir + shader + ".glsl"; @@ -769,7 +769,7 @@ std::string PostProcessing::GetFooter() const return {}; } -std::string GetVertexShaderBody() +static std::string GetVertexShaderBody() { std::ostringstream ss; if (g_ActiveConfig.backend_info.bSupportsGeometryShaders) @@ -1002,7 +1002,7 @@ bool PostProcessing::CompilePixelShader() return true; } -bool UseGeometryShaderForPostProcess(bool is_intermediary_buffer) +static bool UseGeometryShaderForPostProcess(bool is_intermediary_buffer) { // We only return true on stereo modes that need to copy // both source texture layers into the target texture layers.