wined3d: Const correctness fixes for device.c.

This commit is contained in:
Henri Verbeet 2008-11-26 16:14:39 +01:00 committed by Alexandre Julliard
parent f2b34c97cc
commit 449c219eb0
2 changed files with 34 additions and 24 deletions

View File

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

View File

@ -2967,7 +2967,7 @@ interface IWineD3DDevice : IWineD3DBase
);
HRESULT CreatePalette(
[in] DWORD flags,
[in] PALETTEENTRY *palette_entry,
[in] const PALETTEENTRY *palette_entry,
[out] IWineD3DPalette **palette,
[in] IUnknown *parent
);