wined3d: Make the "texture" parameter to wined3d_texture_get_sub_resource() const.
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -691,7 +691,7 @@ void CDECL wined3d_texture_generate_mipmaps(struct wined3d_texture *texture)
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FIXME("texture %p stub!\n", texture);
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}
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struct wined3d_resource * CDECL wined3d_texture_get_sub_resource(struct wined3d_texture *texture,
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struct wined3d_resource * CDECL wined3d_texture_get_sub_resource(const struct wined3d_texture *texture,
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UINT sub_resource_idx)
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{
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UINT sub_count = texture->level_count * texture->layer_count;
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@ -2527,7 +2527,7 @@ DWORD __cdecl wined3d_texture_get_level_count(const struct wined3d_texture *text
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DWORD __cdecl wined3d_texture_get_lod(const struct wined3d_texture *texture);
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void * __cdecl wined3d_texture_get_parent(const struct wined3d_texture *texture);
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struct wined3d_resource * __cdecl wined3d_texture_get_resource(struct wined3d_texture *texture);
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struct wined3d_resource * __cdecl wined3d_texture_get_sub_resource(struct wined3d_texture *texture,
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struct wined3d_resource * __cdecl wined3d_texture_get_sub_resource(const struct wined3d_texture *texture,
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UINT sub_resource_idx);
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ULONG __cdecl wined3d_texture_incref(struct wined3d_texture *texture);
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void __cdecl wined3d_texture_preload(struct wined3d_texture *texture);
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