wined3d: Make some lookup tables const.

This commit is contained in:
Henri Verbeet 2010-08-04 11:10:27 +02:00 committed by Alexandre Julliard
parent 2b88b2d351
commit 37c8632811
3 changed files with 12 additions and 14 deletions

View File

@ -3412,7 +3412,7 @@ static const DWORD *find_loop_control_values(IWineD3DBaseShaderImpl *This, DWORD
static void init_ps_input(const IWineD3DPixelShaderImpl *This, const struct arb_ps_compile_args *args, static void init_ps_input(const IWineD3DPixelShaderImpl *This, const struct arb_ps_compile_args *args,
struct shader_arb_ctx_priv *priv) struct shader_arb_ctx_priv *priv)
{ {
const char *texcoords[8] = static const char * const texcoords[8] =
{ {
"fragment.texcoord[0]", "fragment.texcoord[1]", "fragment.texcoord[2]", "fragment.texcoord[3]", "fragment.texcoord[0]", "fragment.texcoord[1]", "fragment.texcoord[2]", "fragment.texcoord[3]",
"fragment.texcoord[4]", "fragment.texcoord[5]", "fragment.texcoord[6]", "fragment.texcoord[7]" "fragment.texcoord[4]", "fragment.texcoord[5]", "fragment.texcoord[6]", "fragment.texcoord[7]"
@ -3894,7 +3894,7 @@ static void init_output_registers(IWineD3DVertexShaderImpl *shader, DWORD sig_nu
struct arb_vs_compiled_shader *compiled) struct arb_vs_compiled_shader *compiled)
{ {
unsigned int i, j; unsigned int i, j;
static const char *texcoords[8] = static const char * const texcoords[8] =
{ {
"result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]", "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
"result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]" "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]"
@ -3908,10 +3908,10 @@ static void init_output_registers(IWineD3DVertexShaderImpl *shader, DWORD sig_nu
/* Write generic input varyings 0 to 7 to result.texcoord[], varying 8 to result.color.primary /* Write generic input varyings 0 to 7 to result.texcoord[], varying 8 to result.color.primary
* and varying 9 to result.color.secondary * and varying 9 to result.color.secondary
*/ */
const char *decl_idx_to_string[MAX_REG_INPUT] = static const char * const decl_idx_to_string[MAX_REG_INPUT] =
{ {
texcoords[0], texcoords[1], texcoords[2], texcoords[3], "result.texcoord[0]", "result.texcoord[1]", "result.texcoord[2]", "result.texcoord[3]",
texcoords[4], texcoords[5], texcoords[6], texcoords[7], "result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]",
"result.color.primary", "result.color.secondary" "result.color.primary", "result.color.secondary"
}; };

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@ -4462,18 +4462,16 @@ static GLhandleARB create_glsl_blt_shader(const struct wined3d_gl_info *gl_info,
GLhandleARB vshader_id, pshader_id; GLhandleARB vshader_id, pshader_id;
const char *blt_pshader; const char *blt_pshader;
static const char *blt_vshader[] = static const char *blt_vshader =
{
"#version 120\n" "#version 120\n"
"void main(void)\n" "void main(void)\n"
"{\n" "{\n"
" gl_Position = gl_Vertex;\n" " gl_Position = gl_Vertex;\n"
" gl_FrontColor = vec4(1.0);\n" " gl_FrontColor = vec4(1.0);\n"
" gl_TexCoord[0] = gl_MultiTexCoord0;\n" " gl_TexCoord[0] = gl_MultiTexCoord0;\n"
"}\n" "}\n";
};
static const char *blt_pshaders_full[tex_type_count] = static const char * const blt_pshaders_full[tex_type_count] =
{ {
/* tex_1d */ /* tex_1d */
NULL, NULL,
@ -4503,7 +4501,7 @@ static GLhandleARB create_glsl_blt_shader(const struct wined3d_gl_info *gl_info,
"}\n", "}\n",
}; };
static const char *blt_pshaders_masked[tex_type_count] = static const char * const blt_pshaders_masked[tex_type_count] =
{ {
/* tex_1d */ /* tex_1d */
NULL, NULL,
@ -4547,7 +4545,7 @@ static GLhandleARB create_glsl_blt_shader(const struct wined3d_gl_info *gl_info,
} }
vshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB)); vshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB));
GL_EXTCALL(glShaderSourceARB(vshader_id, 1, blt_vshader, NULL)); GL_EXTCALL(glShaderSourceARB(vshader_id, 1, &blt_vshader, NULL));
GL_EXTCALL(glCompileShaderARB(vshader_id)); GL_EXTCALL(glCompileShaderARB(vshader_id));
pshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB)); pshader_id = GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB));

View File

@ -33,7 +33,7 @@
WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader); WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
WINE_DECLARE_DEBUG_CHANNEL(d3d); WINE_DECLARE_DEBUG_CHANNEL(d3d);
static const char *shader_opcode_names[] = static const char * const shader_opcode_names[] =
{ {
/* WINED3DSIH_ABS */ "abs", /* WINED3DSIH_ABS */ "abs",
/* WINED3DSIH_ADD */ "add", /* WINED3DSIH_ADD */ "add",
@ -125,7 +125,7 @@ static const char *shader_opcode_names[] =
/* WINED3DSIH_TEXREG2RGB */ "texreg2rgb", /* WINED3DSIH_TEXREG2RGB */ "texreg2rgb",
}; };
static const char *semantic_names[] = static const char * const semantic_names[] =
{ {
/* WINED3DDECLUSAGE_POSITION */ "SV_POSITION", /* WINED3DDECLUSAGE_POSITION */ "SV_POSITION",
/* WINED3DDECLUSAGE_BLENDWEIGHT */ "BLENDWEIGHT", /* WINED3DDECLUSAGE_BLENDWEIGHT */ "BLENDWEIGHT",