wined3d: Const correctness fixes for device.c.
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449c219eb0
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@ -1934,7 +1934,9 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreatePixelShader(IWineD3DDevice *iface
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return hr;
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}
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static HRESULT WINAPI IWineD3DDeviceImpl_CreatePalette(IWineD3DDevice *iface, DWORD Flags, PALETTEENTRY *PalEnt, IWineD3DPalette **Palette, IUnknown *Parent) {
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static HRESULT WINAPI IWineD3DDeviceImpl_CreatePalette(IWineD3DDevice *iface, DWORD Flags,
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const PALETTEENTRY *PalEnt, IWineD3DPalette **Palette, IUnknown *Parent)
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{
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
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IWineD3DPaletteImpl *object;
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HRESULT hr;
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@ -2773,7 +2775,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_GetTransform(IWineD3DDevice *iface, WIN
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}
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static HRESULT WINAPI IWineD3DDeviceImpl_MultiplyTransform(IWineD3DDevice *iface, WINED3DTRANSFORMSTATETYPE State, CONST WINED3DMATRIX* pMatrix) {
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WINED3DMATRIX *mat = NULL;
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const WINED3DMATRIX *mat = NULL;
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WINED3DMATRIX temp;
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/* Note: Using 'updateStateBlock' rather than 'stateblock' in the code
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@ -3807,7 +3809,8 @@ static void device_map_fixed_function_samplers(IWineD3DDeviceImpl *This) {
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}
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static void device_map_psamplers(IWineD3DDeviceImpl *This) {
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DWORD *sampler_tokens = ((IWineD3DPixelShaderImpl *)This->stateBlock->pixelShader)->baseShader.reg_maps.samplers;
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const DWORD *sampler_tokens =
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((IWineD3DPixelShaderImpl *)This->stateBlock->pixelShader)->baseShader.reg_maps.samplers;
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int i;
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for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
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@ -3821,7 +3824,9 @@ static void device_map_psamplers(IWineD3DDeviceImpl *This) {
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}
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}
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static BOOL device_unit_free_for_vs(IWineD3DDeviceImpl *This, DWORD *pshader_sampler_tokens, DWORD *vshader_sampler_tokens, int unit) {
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static BOOL device_unit_free_for_vs(IWineD3DDeviceImpl *This, const DWORD *pshader_sampler_tokens,
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const DWORD *vshader_sampler_tokens, int unit)
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{
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int current_mapping = This->rev_tex_unit_map[unit];
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if (current_mapping == -1) {
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@ -3846,8 +3851,9 @@ static BOOL device_unit_free_for_vs(IWineD3DDeviceImpl *This, DWORD *pshader_sam
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}
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static void device_map_vsamplers(IWineD3DDeviceImpl *This, BOOL ps) {
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DWORD *vshader_sampler_tokens = ((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->baseShader.reg_maps.samplers;
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DWORD *pshader_sampler_tokens = NULL;
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const DWORD *vshader_sampler_tokens =
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((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->baseShader.reg_maps.samplers;
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const DWORD *pshader_sampler_tokens = NULL;
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int start = GL_LIMITS(combined_samplers) - 1;
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int i;
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@ -4141,8 +4147,9 @@ static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantF(
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}
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#define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
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static HRESULT
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process_vertices_strided(IWineD3DDeviceImpl *This, DWORD dwDestIndex, DWORD dwCount, WineDirect3DVertexStridedData *lpStrideData, IWineD3DVertexBufferImpl *dest, DWORD dwFlags) {
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static HRESULT process_vertices_strided(IWineD3DDeviceImpl *This, DWORD dwDestIndex, DWORD dwCount,
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const WineDirect3DVertexStridedData *lpStrideData, IWineD3DVertexBufferImpl *dest, DWORD dwFlags)
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{
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char *dest_ptr, *dest_conv = NULL, *dest_conv_addr = NULL;
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unsigned int i;
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DWORD DestFVF = dest->fvf;
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@ -4174,7 +4181,7 @@ process_vertices_strided(IWineD3DDeviceImpl *This, DWORD dwDestIndex, DWORD dwCo
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return E_OUTOFMEMORY;
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}
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if(dest->vbo) {
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void *src;
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const void *src;
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GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, dest->vbo));
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checkGLcall("glBindBufferARB");
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src = GL_EXTCALL(glMapBufferARB(GL_ARRAY_BUFFER_ARB, GL_READ_ONLY_ARB));
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@ -4275,8 +4282,8 @@ process_vertices_strided(IWineD3DDeviceImpl *This, DWORD dwDestIndex, DWORD dwCo
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if ( ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZ ) ||
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((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW ) ) {
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/* The position first */
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float *p =
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(float *)(lpStrideData->u.s.position.lpData + i * lpStrideData->u.s.position.dwStride);
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const float *p =
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(const float *)(lpStrideData->u.s.position.lpData + i * lpStrideData->u.s.position.dwStride);
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float x, y, z, rhw;
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TRACE("In: ( %06.2f %06.2f %06.2f )\n", p[0], p[1], p[2]);
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@ -4391,8 +4398,8 @@ process_vertices_strided(IWineD3DDeviceImpl *This, DWORD dwDestIndex, DWORD dwCo
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if(dest_conv) dest_conv += sizeof(DWORD);
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}
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if (DestFVF & WINED3DFVF_NORMAL) {
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float *normal =
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(float *)(lpStrideData->u.s.normal.lpData + i * lpStrideData->u.s.normal.dwStride);
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const float *normal =
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(const float *)(lpStrideData->u.s.normal.lpData + i * lpStrideData->u.s.normal.dwStride);
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/* AFAIK this should go into the lighting information */
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FIXME("Didn't expect the destination to have a normal\n");
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copy_and_next(dest_ptr, normal, 3 * sizeof(float));
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@ -4402,8 +4409,8 @@ process_vertices_strided(IWineD3DDeviceImpl *This, DWORD dwDestIndex, DWORD dwCo
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}
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if (DestFVF & WINED3DFVF_DIFFUSE) {
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DWORD *color_d =
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(DWORD *)(lpStrideData->u.s.diffuse.lpData + i * lpStrideData->u.s.diffuse.dwStride);
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const DWORD *color_d =
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(const DWORD *)(lpStrideData->u.s.diffuse.lpData + i * lpStrideData->u.s.diffuse.dwStride);
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if(!color_d) {
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static BOOL warned = FALSE;
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@ -4433,8 +4440,8 @@ process_vertices_strided(IWineD3DDeviceImpl *This, DWORD dwDestIndex, DWORD dwCo
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if (DestFVF & WINED3DFVF_SPECULAR) {
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/* What's the color value in the feedback buffer? */
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DWORD *color_s =
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(DWORD *)(lpStrideData->u.s.specular.lpData + i * lpStrideData->u.s.specular.dwStride);
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const DWORD *color_s =
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(const DWORD *)(lpStrideData->u.s.specular.lpData + i * lpStrideData->u.s.specular.dwStride);
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if(!color_s) {
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static BOOL warned = FALSE;
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@ -4463,8 +4470,8 @@ process_vertices_strided(IWineD3DDeviceImpl *This, DWORD dwDestIndex, DWORD dwCo
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}
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for (tex_index = 0; tex_index < numTextures; tex_index++) {
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float *tex_coord =
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(float *)(lpStrideData->u.s.texCoords[tex_index].lpData +
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const float *tex_coord =
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(const float *)(lpStrideData->u.s.texCoords[tex_index].lpData +
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i * lpStrideData->u.s.texCoords[tex_index].dwStride);
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if(!tex_coord) {
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ERR("No source texture, but destination requests one\n");
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@ -5019,7 +5026,7 @@ HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfa
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unsigned int i;
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WINED3DRECT curRect;
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RECT vp_rect;
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WINED3DVIEWPORT *vp = &This->stateBlock->viewport;
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const WINED3DVIEWPORT *vp = &This->stateBlock->viewport;
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UINT drawable_width, drawable_height;
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IWineD3DSurfaceImpl *depth_stencil = (IWineD3DSurfaceImpl *) This->stencilBufferTarget;
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IWineD3DSwapChainImpl *swapchain = NULL;
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@ -6445,7 +6452,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl_GetDepthStencilSurface(IWineD3DDevice
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}
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void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
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IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip) {
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IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip)
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{
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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GLbitfield mask = GL_COLOR_BUFFER_BIT; /* TODO: Support blitting depth/stencil surfaces */
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IWineD3DSwapChain *src_swapchain, *dst_swapchain;
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@ -6916,7 +6924,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl_EvictManagedResources(IWineD3DDevice*
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return WINED3D_OK;
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}
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static void updateSurfaceDesc(IWineD3DSurfaceImpl *surface, WINED3DPRESENT_PARAMETERS* pPresentationParameters) {
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static void updateSurfaceDesc(IWineD3DSurfaceImpl *surface, const WINED3DPRESENT_PARAMETERS* pPresentationParameters)
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{
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IWineD3DDeviceImpl *This = surface->resource.wineD3DDevice; /* for GL_SUPPORT */
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/* Reallocate proper memory for the front and back buffer and adjust their sizes */
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@ -6979,7 +6988,8 @@ static HRESULT WINAPI reset_unload_resources(IWineD3DResource *resource, void *d
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return S_OK;
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}
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static BOOL is_display_mode_supported(IWineD3DDeviceImpl *This, WINED3DPRESENT_PARAMETERS *pp) {
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static BOOL is_display_mode_supported(IWineD3DDeviceImpl *This, const WINED3DPRESENT_PARAMETERS *pp)
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{
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UINT i, count;
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WINED3DDISPLAYMODE m;
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HRESULT hr;
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@ -2967,7 +2967,7 @@ interface IWineD3DDevice : IWineD3DBase
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);
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HRESULT CreatePalette(
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[in] DWORD flags,
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[in] PALETTEENTRY *palette_entry,
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[in] const PALETTEENTRY *palette_entry,
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[out] IWineD3DPalette **palette,
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[in] IUnknown *parent
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);
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