wined3d: Make the device parameter to wined3d_device_get_light_enable() const.
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@ -2213,7 +2213,7 @@ HRESULT CDECL wined3d_device_set_light_enable(struct wined3d_device *device, UIN
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return WINED3D_OK;
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}
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HRESULT CDECL wined3d_device_get_light_enable(struct wined3d_device *device, UINT light_idx, BOOL *enable)
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HRESULT CDECL wined3d_device_get_light_enable(const struct wined3d_device *device, UINT light_idx, BOOL *enable)
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{
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UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
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struct wined3d_light_info *light_info = NULL;
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@ -2223,7 +2223,7 @@ HRESULT __cdecl wined3d_device_get_front_buffer_data(struct wined3d_device *devi
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void __cdecl wined3d_device_get_gamma_ramp(struct wined3d_device *device, UINT swapchain_idx, WINED3DGAMMARAMP *ramp);
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HRESULT __cdecl wined3d_device_get_index_buffer(struct wined3d_device *device, struct wined3d_buffer **index_buffer);
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HRESULT __cdecl wined3d_device_get_light(const struct wined3d_device *device, UINT light_idx, WINED3DLIGHT *light);
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HRESULT __cdecl wined3d_device_get_light_enable(struct wined3d_device *device, UINT light_idx, BOOL *enable);
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HRESULT __cdecl wined3d_device_get_light_enable(const struct wined3d_device *device, UINT light_idx, BOOL *enable);
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HRESULT __cdecl wined3d_device_get_material(struct wined3d_device *device, WINED3DMATERIAL *material);
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float __cdecl wined3d_device_get_npatch_mode(struct wined3d_device *device);
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HRESULT __cdecl wined3d_device_get_palette_entries(struct wined3d_device *device,
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