d3dx9: Avoid CONST.
This commit is contained in:
parent
0eae0858ae
commit
49a3dbc453
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@ -788,7 +788,7 @@ static void get_vector(struct d3dx_parameter *param, D3DXVECTOR4 *vector)
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}
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}
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static void set_vector(struct d3dx_parameter *param, CONST D3DXVECTOR4 *vector)
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static void set_vector(struct d3dx_parameter *param, const D3DXVECTOR4 *vector)
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{
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UINT i;
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@ -155,21 +155,20 @@ failed:
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return D3DXERR_INVALIDDATA;
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}
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static HRESULT WINAPI ID3DXLineImpl_Draw(ID3DXLine* iface, CONST D3DXVECTOR2* vertexlist, DWORD vertexlistcount, D3DCOLOR color)
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static HRESULT WINAPI ID3DXLineImpl_Draw(ID3DXLine *iface, const D3DXVECTOR2 *vertex_list,
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DWORD vertex_list_count, D3DCOLOR color)
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{
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ID3DXLineImpl *This = impl_from_ID3DXLine(iface);
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FIXME("(%p)->(%p, %u, %#x): stub\n", This, vertexlist, vertexlistcount, color);
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FIXME("iface %p, vertex_list %p, vertex_list_count %u, color 0x%08x stub!\n",
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iface, vertex_list, vertex_list_count, color);
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return E_NOTIMPL;
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}
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static HRESULT WINAPI ID3DXLineImpl_DrawTransform(ID3DXLine* iface, CONST D3DXVECTOR3* vertexlist, DWORD vertexlistcount,
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CONST D3DXMATRIX* transform, D3DCOLOR color)
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static HRESULT WINAPI ID3DXLineImpl_DrawTransform(ID3DXLine *iface, const D3DXVECTOR3 *vertex_list,
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DWORD vertex_list_count, const D3DXMATRIX *transform, D3DCOLOR color)
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{
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ID3DXLineImpl *This = impl_from_ID3DXLine(iface);
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FIXME("(%p)->(%p, %u, %p, %#x): stub\n", This, vertexlist, vertexlistcount, transform, color);
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FIXME("iface %p, vertex_list %p, vertex_list_count %u, transform %p, color 0x%08x stub!\n",
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iface, vertex_list, vertex_list_count, transform, color);
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return E_NOTIMPL;
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}
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@ -344,7 +344,7 @@ static INT simple_round(FLOAT value)
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return res;
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}
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static void convert_float4(BYTE *dst, CONST D3DXVECTOR4 *src, D3DDECLTYPE type_dst)
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static void convert_float4(BYTE *dst, const D3DXVECTOR4 *src, D3DDECLTYPE type_dst)
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{
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BOOL fixme_once = FALSE;
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@ -658,7 +658,7 @@ cleanup:
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return hr;
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}
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static BOOL declaration_equals(CONST D3DVERTEXELEMENT9 *declaration1, CONST D3DVERTEXELEMENT9 *declaration2)
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static BOOL declaration_equals(const D3DVERTEXELEMENT9 *declaration1, const D3DVERTEXELEMENT9 *declaration2)
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{
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UINT size1 = 0, size2 = 0;
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@ -875,7 +875,8 @@ struct edge_face_map
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* is at most one edge to face mapping, i.e. an edge can only belong to one
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* face.
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*/
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static HRESULT init_edge_face_map(struct edge_face_map *edge_face_map, CONST DWORD *index_buffer, CONST DWORD *point_reps, CONST DWORD num_faces)
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static HRESULT init_edge_face_map(struct edge_face_map *edge_face_map, const DWORD *index_buffer,
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const DWORD *point_reps, DWORD num_faces)
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{
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DWORD face, edge;
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DWORD i;
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@ -915,7 +916,7 @@ static HRESULT init_edge_face_map(struct edge_face_map *edge_face_map, CONST DWO
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return D3D_OK;
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}
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static DWORD find_adjacent_face(struct edge_face_map *edge_face_map, DWORD vertex1, DWORD vertex2, CONST DWORD num_faces)
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static DWORD find_adjacent_face(struct edge_face_map *edge_face_map, DWORD vertex1, DWORD vertex2, DWORD num_faces)
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{
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struct edge_face *edge_face_ptr;
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@ -945,9 +946,9 @@ static DWORD *generate_identity_point_reps(DWORD num_vertices)
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return id_point_reps;
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}
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static HRESULT WINAPI ID3DXMeshImpl_ConvertPointRepsToAdjacency(ID3DXMesh *iface, CONST DWORD *point_reps, DWORD *adjacency)
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static HRESULT WINAPI ID3DXMeshImpl_ConvertPointRepsToAdjacency(ID3DXMesh *iface,
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const DWORD *point_reps, DWORD *adjacency)
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{
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ID3DXMeshImpl *This = impl_from_ID3DXMesh(iface);
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HRESULT hr;
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DWORD num_faces = iface->lpVtbl->GetNumFaces(iface);
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DWORD num_vertices = iface->lpVtbl->GetNumVertices(iface);
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@ -958,10 +959,10 @@ static HRESULT WINAPI ID3DXMeshImpl_ConvertPointRepsToAdjacency(ID3DXMesh *iface
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DWORD face;
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DWORD edge;
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struct edge_face_map edge_face_map = {0};
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CONST DWORD *point_reps_ptr = NULL;
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const DWORD *point_reps_ptr = NULL;
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DWORD *id_point_reps = NULL;
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TRACE("(%p)->(%p,%p)\n", This, point_reps, adjacency);
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TRACE("iface %p, point_reps %p, adjacency %p.\n", iface, point_reps, adjacency);
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if (!adjacency) return D3DERR_INVALIDCALL;
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@ -1046,9 +1047,8 @@ cleanup:
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* vertex 5 is replaced by vertex 3 then index 5 would contain 3. If no vertex
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* replaces it, then it contains the same number as the index itself, e.g.
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* index 5 would contain 5. */
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static HRESULT propagate_face_vertices(CONST DWORD *adjacency, DWORD *point_reps,
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CONST DWORD *indices, DWORD *new_indices,
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CONST DWORD face, CONST DWORD numfaces)
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static HRESULT propagate_face_vertices(const DWORD *adjacency, DWORD *point_reps,
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const DWORD *indices, DWORD *new_indices, DWORD face, DWORD numfaces)
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{
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const unsigned int VERTS_PER_FACE = 3;
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DWORD edge, opp_edge;
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@ -1096,7 +1096,8 @@ static HRESULT propagate_face_vertices(CONST DWORD *adjacency, DWORD *point_reps
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return D3D_OK;
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}
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static HRESULT WINAPI ID3DXMeshImpl_ConvertAdjacencyToPointReps(ID3DXMesh *iface, CONST DWORD *adjacency, DWORD *point_reps)
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static HRESULT WINAPI ID3DXMeshImpl_ConvertAdjacencyToPointReps(ID3DXMesh *iface,
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const DWORD *adjacency, DWORD *point_reps)
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{
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HRESULT hr;
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DWORD face;
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@ -1108,7 +1109,7 @@ static HRESULT WINAPI ID3DXMeshImpl_ConvertAdjacencyToPointReps(ID3DXMesh *iface
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ID3DXMeshImpl *This = impl_from_ID3DXMesh(iface);
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TRACE("(%p)->(%p,%p)\n", This, adjacency, point_reps);
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TRACE("iface %p, adjacency %p, point_reps %p.\n", iface, adjacency, point_reps);
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if (!adjacency)
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{
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@ -1826,12 +1827,13 @@ cleanup:
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return hr;
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}
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static HRESULT WINAPI ID3DXMeshImpl_SetAttributeTable(ID3DXMesh *iface, CONST D3DXATTRIBUTERANGE *attrib_table, DWORD attrib_table_size)
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static HRESULT WINAPI ID3DXMeshImpl_SetAttributeTable(ID3DXMesh *iface,
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const D3DXATTRIBUTERANGE *attrib_table, DWORD attrib_table_size)
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{
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ID3DXMeshImpl *This = impl_from_ID3DXMesh(iface);
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D3DXATTRIBUTERANGE *new_table = NULL;
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TRACE("(%p)->(%p,%u)\n", This, attrib_table, attrib_table_size);
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TRACE("iface %p, attrib_table %p, attrib_table_size %u.\n", iface, attrib_table, attrib_table_size);
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if (attrib_table_size) {
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size_t size = attrib_table_size * sizeof(*attrib_table);
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@ -1887,10 +1889,6 @@ static const struct ID3DXMeshVtbl D3DXMesh_Vtbl =
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ID3DXMeshImpl_SetAttributeTable
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};
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/*************************************************************************
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* D3DXBoxBoundProbe
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*/
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BOOL WINAPI D3DXBoxBoundProbe(CONST D3DXVECTOR3 *pmin, CONST D3DXVECTOR3 *pmax, CONST D3DXVECTOR3 *prayposition, CONST D3DXVECTOR3 *praydirection)
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/* Algorithm taken from the article: An Efficient and Robust Ray-Box Intersection Algorithm
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Amy Williams University of Utah
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@ -1906,9 +1904,9 @@ This algorithm is free of patents or of copyrights, as confirmed by Peter Shirle
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Algorithm: Consider the box as the intersection of three slabs. Clip the ray
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against each slab, if there's anything left of the ray after we're
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done we've got an intersection of the ray with the box.
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*/
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done we've got an intersection of the ray with the box. */
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BOOL WINAPI D3DXBoxBoundProbe(const D3DXVECTOR3 *pmin, const D3DXVECTOR3 *pmax,
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const D3DXVECTOR3 *prayposition, const D3DXVECTOR3 *praydirection)
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{
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FLOAT div, tmin, tmax, tymin, tymax, tzmin, tzmax;
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@ -1960,10 +1958,8 @@ done we've got an intersection of the ray with the box.
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return TRUE;
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}
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/*************************************************************************
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* D3DXComputeBoundingBox
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*/
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HRESULT WINAPI D3DXComputeBoundingBox(CONST D3DXVECTOR3 *pfirstposition, DWORD numvertices, DWORD dwstride, D3DXVECTOR3 *pmin, D3DXVECTOR3 *pmax)
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HRESULT WINAPI D3DXComputeBoundingBox(const D3DXVECTOR3 *pfirstposition,
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DWORD numvertices, DWORD dwstride, D3DXVECTOR3 *pmin, D3DXVECTOR3 *pmax)
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{
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D3DXVECTOR3 vec;
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unsigned int i;
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@ -1990,10 +1986,8 @@ HRESULT WINAPI D3DXComputeBoundingBox(CONST D3DXVECTOR3 *pfirstposition, DWORD n
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return D3D_OK;
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}
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/*************************************************************************
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* D3DXComputeBoundingSphere
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*/
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HRESULT WINAPI D3DXComputeBoundingSphere(CONST D3DXVECTOR3* pfirstposition, DWORD numvertices, DWORD dwstride, D3DXVECTOR3 *pcenter, FLOAT *pradius)
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HRESULT WINAPI D3DXComputeBoundingSphere(const D3DXVECTOR3 *pfirstposition,
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DWORD numvertices, DWORD dwstride, D3DXVECTOR3 *pcenter, float *pradius)
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{
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D3DXVECTOR3 temp;
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FLOAT d;
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@ -2367,10 +2361,8 @@ UINT WINAPI D3DXGetDeclLength(const D3DVERTEXELEMENT9 *decl)
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return element - decl;
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}
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/*************************************************************************
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* D3DXIntersectTri
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*/
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BOOL WINAPI D3DXIntersectTri(CONST D3DXVECTOR3 *p0, CONST D3DXVECTOR3 *p1, CONST D3DXVECTOR3 *p2, CONST D3DXVECTOR3 *praypos, CONST D3DXVECTOR3 *praydir, FLOAT *pu, FLOAT *pv, FLOAT *pdist)
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BOOL WINAPI D3DXIntersectTri(const D3DXVECTOR3 *p0, const D3DXVECTOR3 *p1, const D3DXVECTOR3 *p2,
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const D3DXVECTOR3 *praypos, const D3DXVECTOR3 *praydir, float *pu, float *pv, float *pdist)
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{
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D3DXMATRIX m;
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D3DXVECTOR4 vec;
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@ -2412,10 +2404,8 @@ BOOL WINAPI D3DXIntersectTri(CONST D3DXVECTOR3 *p0, CONST D3DXVECTOR3 *p1, CONST
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return FALSE;
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}
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/*************************************************************************
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* D3DXSphereBoundProbe
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*/
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BOOL WINAPI D3DXSphereBoundProbe(CONST D3DXVECTOR3 *pcenter, FLOAT radius, CONST D3DXVECTOR3 *prayposition, CONST D3DXVECTOR3 *praydirection)
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BOOL WINAPI D3DXSphereBoundProbe(const D3DXVECTOR3 *pcenter, float radius,
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const D3DXVECTOR3 *prayposition, const D3DXVECTOR3 *praydirection)
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{
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D3DXVECTOR3 difference;
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FLOAT a, b, c, d;
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@ -96,14 +96,16 @@ static ULONG WINAPI ID3DXSkinInfoImpl_Release(ID3DXSkinInfo *iface)
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return ref;
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}
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static HRESULT WINAPI ID3DXSkinInfoImpl_SetBoneInfluence(ID3DXSkinInfo *iface, DWORD bone_num, DWORD num_influences, CONST DWORD *vertices, CONST FLOAT *weights)
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static HRESULT WINAPI ID3DXSkinInfoImpl_SetBoneInfluence(ID3DXSkinInfo *iface,
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DWORD bone_num, DWORD num_influences, const DWORD *vertices, const float *weights)
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{
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ID3DXSkinInfoImpl *This = impl_from_ID3DXSkinInfo(iface);
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struct bone *bone;
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DWORD *new_vertices = NULL;
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FLOAT *new_weights = NULL;
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TRACE("(%p, %u, %u, %p, %p)\n", This, bone_num, num_influences, vertices, weights);
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TRACE("iface %p, bone_num %u, num_influences %u, vertices %p, weights %p.\n",
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iface, bone_num, num_influences, vertices, weights);
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if (bone_num >= This->num_bones || !vertices || !weights)
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return D3DERR_INVALIDCALL;
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@ -272,11 +274,12 @@ static const char * WINAPI ID3DXSkinInfoImpl_GetBoneName(ID3DXSkinInfo *iface, D
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return This->bones[bone_idx].name;
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}
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static HRESULT WINAPI ID3DXSkinInfoImpl_SetBoneOffsetMatrix(ID3DXSkinInfo *iface, DWORD bone_num, CONST D3DXMATRIX *bone_transform)
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static HRESULT WINAPI ID3DXSkinInfoImpl_SetBoneOffsetMatrix(ID3DXSkinInfo *iface,
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DWORD bone_num, const D3DXMATRIX *bone_transform)
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{
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ID3DXSkinInfoImpl *This = impl_from_ID3DXSkinInfo(iface);
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TRACE("(%p, %u, %p)\n", This, bone_num, bone_transform);
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TRACE("iface %p, bone_num %u, bone_transform %p.\n", iface, bone_num, bone_transform);
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if (bone_num >= This->num_bones || !bone_transform)
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return D3DERR_INVALIDCALL;
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@ -329,13 +332,13 @@ static HRESULT WINAPI ID3DXSkinInfoImpl_SetFVF(ID3DXSkinInfo *iface, DWORD fvf)
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return iface->lpVtbl->SetDeclaration(iface, declaration);
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}
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static HRESULT WINAPI ID3DXSkinInfoImpl_SetDeclaration(ID3DXSkinInfo *iface, CONST D3DVERTEXELEMENT9 *declaration)
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static HRESULT WINAPI ID3DXSkinInfoImpl_SetDeclaration(ID3DXSkinInfo *iface, const D3DVERTEXELEMENT9 *declaration)
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{
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ID3DXSkinInfoImpl *This = impl_from_ID3DXSkinInfo(iface);
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HRESULT hr;
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int count;
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TRACE("(%p, %p)\n", This, declaration);
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TRACE("iface %p, declaration %p.\n", iface, declaration);
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if (!declaration)
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return D3DERR_INVALIDCALL;
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@ -144,11 +144,11 @@ static HRESULT WINAPI ID3DXSpriteImpl_GetTransform(ID3DXSprite *iface, D3DXMATRI
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return D3D_OK;
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}
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static HRESULT WINAPI ID3DXSpriteImpl_SetTransform(ID3DXSprite *iface, CONST D3DXMATRIX *transform)
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static HRESULT WINAPI ID3DXSpriteImpl_SetTransform(ID3DXSprite *iface, const D3DXMATRIX *transform)
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{
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ID3DXSpriteImpl *This = impl_from_ID3DXSprite(iface);
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TRACE("(%p)->(%p)\n", This, transform);
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TRACE("iface %p, transform %p.\n", iface, transform);
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if(transform==NULL) return D3DERR_INVALIDCALL;
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This->transform=*transform;
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@ -156,19 +156,19 @@ static HRESULT WINAPI ID3DXSpriteImpl_SetTransform(ID3DXSprite *iface, CONST D3D
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return D3D_OK;
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}
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static HRESULT WINAPI ID3DXSpriteImpl_SetWorldViewRH(ID3DXSprite *iface, CONST D3DXMATRIX *world,
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CONST D3DXMATRIX *view)
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static HRESULT WINAPI ID3DXSpriteImpl_SetWorldViewRH(ID3DXSprite *iface,
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const D3DXMATRIX *world, const D3DXMATRIX *view)
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{
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ID3DXSpriteImpl *This = impl_from_ID3DXSprite(iface);
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FIXME("(%p)->(%p, %p): stub\n", This, world, view);
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FIXME("iface %p, world %p, view %p stub!\n", iface, world, view);
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return E_NOTIMPL;
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}
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static HRESULT WINAPI ID3DXSpriteImpl_SetWorldViewLH(ID3DXSprite *iface, CONST D3DXMATRIX *world,
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CONST D3DXMATRIX *view)
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static HRESULT WINAPI ID3DXSpriteImpl_SetWorldViewLH(ID3DXSprite *iface,
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const D3DXMATRIX *world, const D3DXMATRIX *view)
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{
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ID3DXSpriteImpl *This = impl_from_ID3DXSprite(iface);
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FIXME("(%p)->(%p, %p): stub\n", This, world, view);
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FIXME("iface %p, world %p, view %p stub!\n", iface, world, view);
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return E_NOTIMPL;
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}
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@ -1334,7 +1334,7 @@ static void init_argb_conversion_info(const struct pixel_format_desc *srcformat,
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}
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}
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static DWORD dword_from_bytes(CONST BYTE *src, UINT bytes_per_pixel)
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static DWORD dword_from_bytes(const BYTE *src, UINT bytes_per_pixel)
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{
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DWORD ret = 0;
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static BOOL fixme_once;
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@ -1367,7 +1367,7 @@ static void dword_to_bytes(BYTE *dst, DWORD dword, UINT bytes_per_pixel)
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* Extracts the relevant components from the source color and
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* drops the less significant bits if they aren't used by the destination format.
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*/
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static void get_relevant_argb_components(CONST struct argb_conversion_info *info, CONST DWORD col, DWORD *out)
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static void get_relevant_argb_components(const struct argb_conversion_info *info, DWORD col, DWORD *out)
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{
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UINT i = 0;
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for(;i < 4;i++)
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@ -1381,7 +1381,7 @@ static void get_relevant_argb_components(CONST struct argb_conversion_info *info
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* Recombines the output of get_relevant_argb_components and converts
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* it to the destination format.
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*/
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static DWORD make_argb_color(CONST struct argb_conversion_info *info, CONST DWORD *in)
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static DWORD make_argb_color(const struct argb_conversion_info *info, const DWORD *in)
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{
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UINT i;
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DWORD val = 0;
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