wined3d: Make the device parameter to wined3d_device_get_vertex_shader() const.
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@ -2683,7 +2683,7 @@ HRESULT CDECL wined3d_device_set_vertex_shader(struct wined3d_device *device, st
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return WINED3D_OK;
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}
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struct wined3d_shader * CDECL wined3d_device_get_vertex_shader(struct wined3d_device *device)
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struct wined3d_shader * CDECL wined3d_device_get_vertex_shader(const struct wined3d_device *device)
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{
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struct wined3d_shader *shader;
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@ -2264,7 +2264,7 @@ HRESULT __cdecl wined3d_device_get_transform(const struct wined3d_device *device
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WINED3DTRANSFORMSTATETYPE state, WINED3DMATRIX *matrix);
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HRESULT __cdecl wined3d_device_get_vertex_declaration(const struct wined3d_device *device,
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struct wined3d_vertex_declaration **declaration);
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struct wined3d_shader * __cdecl wined3d_device_get_vertex_shader(struct wined3d_device *device);
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struct wined3d_shader * __cdecl wined3d_device_get_vertex_shader(const struct wined3d_device *device);
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HRESULT __cdecl wined3d_device_get_viewport(const struct wined3d_device *device, WINED3DVIEWPORT *viewport);
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HRESULT __cdecl wined3d_device_get_vs_consts_b(struct wined3d_device *device,
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UINT start_register, BOOL *constants, UINT bool_count);
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