wined3d: Make the device parameter to device_preload_textures() const.
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@ -461,7 +461,7 @@ static void device_preload_texture(const struct wined3d_state *state, unsigned i
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texture->texture_ops->texture_preload(texture, srgb);
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}
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void device_preload_textures(struct wined3d_device *device)
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void device_preload_textures(const struct wined3d_device *device)
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{
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const struct wined3d_state *state = &device->stateBlock->state;
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unsigned int i;
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@ -1753,7 +1753,7 @@ void device_context_remove(struct wined3d_device *device, struct wined3d_context
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HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d,
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UINT adapter_idx, WINED3DDEVTYPE device_type, HWND focus_window, DWORD flags,
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BYTE surface_alignment, struct wined3d_device_parent *device_parent) DECLSPEC_HIDDEN;
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void device_preload_textures(struct wined3d_device *device) DECLSPEC_HIDDEN;
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void device_preload_textures(const struct wined3d_device *device) DECLSPEC_HIDDEN;
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LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode,
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UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc) DECLSPEC_HIDDEN;
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void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
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