wined3d: Make some lookup tables const.
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2b88b2d351
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37c8632811
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@ -3412,7 +3412,7 @@ static const DWORD *find_loop_control_values(IWineD3DBaseShaderImpl *This, DWORD
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static void init_ps_input(const IWineD3DPixelShaderImpl *This, const struct arb_ps_compile_args *args,
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struct shader_arb_ctx_priv *priv)
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{
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const char *texcoords[8] =
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static const char * const texcoords[8] =
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{
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"fragment.texcoord[0]", "fragment.texcoord[1]", "fragment.texcoord[2]", "fragment.texcoord[3]",
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"fragment.texcoord[4]", "fragment.texcoord[5]", "fragment.texcoord[6]", "fragment.texcoord[7]"
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@ -3894,7 +3894,7 @@ static void init_output_registers(IWineD3DVertexShaderImpl *shader, DWORD sig_nu
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struct arb_vs_compiled_shader *compiled)
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{
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unsigned int i, j;
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static const char *texcoords[8] =
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static const char * const texcoords[8] =
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{
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"result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
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"result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]"
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@ -3908,10 +3908,10 @@ static void init_output_registers(IWineD3DVertexShaderImpl *shader, DWORD sig_nu
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/* Write generic input varyings 0 to 7 to result.texcoord[], varying 8 to result.color.primary
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* and varying 9 to result.color.secondary
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*/
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const char *decl_idx_to_string[MAX_REG_INPUT] =
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static const char * const decl_idx_to_string[MAX_REG_INPUT] =
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{
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texcoords[0], texcoords[1], texcoords[2], texcoords[3],
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texcoords[4], texcoords[5], texcoords[6], texcoords[7],
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"result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
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"result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]",
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"result.color.primary", "result.color.secondary"
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};
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@ -4462,18 +4462,16 @@ static GLhandleARB create_glsl_blt_shader(const struct wined3d_gl_info *gl_info,
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GLhandleARB vshader_id, pshader_id;
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const char *blt_pshader;
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static const char *blt_vshader[] =
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{
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static const char *blt_vshader =
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"#version 120\n"
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"void main(void)\n"
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"{\n"
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" gl_Position = gl_Vertex;\n"
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" gl_FrontColor = vec4(1.0);\n"
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" gl_TexCoord[0] = gl_MultiTexCoord0;\n"
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"}\n"
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};
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"}\n";
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static const char *blt_pshaders_full[tex_type_count] =
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static const char * const blt_pshaders_full[tex_type_count] =
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{
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/* tex_1d */
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NULL,
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@ -4503,7 +4501,7 @@ static GLhandleARB create_glsl_blt_shader(const struct wined3d_gl_info *gl_info,
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"}\n",
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};
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static const char *blt_pshaders_masked[tex_type_count] =
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static const char * const blt_pshaders_masked[tex_type_count] =
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{
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/* tex_1d */
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NULL,
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@ -4547,7 +4545,7 @@ static GLhandleARB create_glsl_blt_shader(const struct wined3d_gl_info *gl_info,
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}
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vshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
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GL_EXTCALL(glShaderSourceARB(vshader_id, 1, blt_vshader, NULL));
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GL_EXTCALL(glShaderSourceARB(vshader_id, 1, &blt_vshader, NULL));
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GL_EXTCALL(glCompileShaderARB(vshader_id));
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pshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));
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@ -33,7 +33,7 @@
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WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
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WINE_DECLARE_DEBUG_CHANNEL(d3d);
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static const char *shader_opcode_names[] =
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static const char * const shader_opcode_names[] =
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{
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/* WINED3DSIH_ABS */ "abs",
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/* WINED3DSIH_ADD */ "add",
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@ -125,7 +125,7 @@ static const char *shader_opcode_names[] =
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/* WINED3DSIH_TEXREG2RGB */ "texreg2rgb",
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};
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static const char *semantic_names[] =
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static const char * const semantic_names[] =
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{
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/* WINED3DDECLUSAGE_POSITION */ "SV_POSITION",
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/* WINED3DDECLUSAGE_BLENDWEIGHT */ "BLENDWEIGHT",
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