wined3d: Const correctness fixes.
This commit is contained in:
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7c0cb8c0c3
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5532c990b6
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@ -5407,7 +5407,10 @@ static HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitiveUP(IWineD3DDevice *
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return WINED3D_OK;
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}
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static HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitiveStrided (IWineD3DDevice *iface, WINED3DPRIMITIVETYPE PrimitiveType, UINT PrimitiveCount, WineDirect3DVertexStridedData *DrawPrimStrideData) {
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static HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitiveStrided(IWineD3DDevice *iface,
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WINED3DPRIMITIVETYPE PrimitiveType, UINT PrimitiveCount,
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const WineDirect3DVertexStridedData *DrawPrimStrideData)
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{
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
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/* Mark the state dirty until we have nicer tracking
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@ -5423,7 +5426,11 @@ static HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitiveStrided (IWineD3DDevice *i
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return WINED3D_OK;
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}
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static HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitiveStrided(IWineD3DDevice *iface, WINED3DPRIMITIVETYPE PrimitiveType, UINT PrimitiveCount, WineDirect3DVertexStridedData *DrawPrimStrideData, UINT NumVertices, CONST void *pIndexData, WINED3DFORMAT IndexDataFormat) {
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static HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitiveStrided(IWineD3DDevice *iface,
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WINED3DPRIMITIVETYPE PrimitiveType, UINT PrimitiveCount,
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const WineDirect3DVertexStridedData *DrawPrimStrideData, UINT NumVertices, const void *pIndexData,
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WINED3DFORMAT IndexDataFormat)
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{
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
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DWORD idxSize = (IndexDataFormat == WINED3DFMT_INDEX32 ? 4 : 2);
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@ -368,7 +368,8 @@ static HRESULT WINAPI IWineD3DPixelShaderImpl_SetFunction(IWineD3DPixelShader *i
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return WINED3D_OK;
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}
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GLuint pixelshader_compile(IWineD3DPixelShaderImpl *This, struct ps_compile_args *args) {
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static GLuint pixelshader_compile(IWineD3DPixelShaderImpl *This, const struct ps_compile_args *args)
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{
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CONST DWORD *function = This->baseShader.function;
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HRESULT hr;
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GLuint retval;
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@ -457,7 +458,8 @@ void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImp
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}
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}
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GLuint find_gl_pshader(IWineD3DPixelShaderImpl *shader, struct ps_compile_args *args) {
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GLuint find_gl_pshader(IWineD3DPixelShaderImpl *shader, const struct ps_compile_args *args)
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{
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UINT i;
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struct ps_compiled_shader *old_array;
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@ -63,11 +63,8 @@ HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object) {
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}
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/** Copy all members of one stateblock to another */
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void stateblock_savedstates_copy(
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IWineD3DStateBlock* iface,
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SAVEDSTATES* dest,
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SAVEDSTATES* source) {
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void stateblock_savedstates_copy(IWineD3DStateBlock* iface, SAVEDSTATES *dest, const SAVEDSTATES *source)
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{
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IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
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unsigned bsize = sizeof(BOOL);
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@ -710,7 +707,7 @@ static inline void apply_lights(IWineD3DDevice *pDevice, IWineD3DStateBlockImpl
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struct list *e;
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LIST_FOR_EACH(e, &This->lightMap[i]) {
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PLIGHTINFOEL *light = LIST_ENTRY(e, PLIGHTINFOEL, entry);
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const PLIGHTINFOEL *light = LIST_ENTRY(e, PLIGHTINFOEL, entry);
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if(light->changed) {
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IWineD3DDevice_SetLight(pDevice, light->OriginalIndex, &light->OriginalParms);
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@ -340,7 +340,7 @@ const char* filename)
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alpha_shift = get_shift(formatEntry->alphaMask);
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for (y = 0; y < This->pow2Height; y++) {
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unsigned char *src = This->resource.allocatedMemory + (y * 1 * IWineD3DSurface_GetPitch(iface));
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const unsigned char *src = This->resource.allocatedMemory + (y * 1 * IWineD3DSurface_GetPitch(iface));
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for (x = 0; x < This->pow2Width; x++) {
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unsigned int color;
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unsigned int comp;
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@ -405,7 +405,7 @@ HRESULT WINAPI IWineGDISurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC) {
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if(This->resource.format == WINED3DFMT_P8 ||
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This->resource.format == WINED3DFMT_A8P8) {
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unsigned int n;
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PALETTEENTRY *pal = NULL;
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const PALETTEENTRY *pal = NULL;
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if(This->palette) {
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pal = This->palette->palents;
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@ -80,7 +80,8 @@ static void WINAPI IWineGDISwapChainImpl_Destroy(IWineD3DSwapChain *iface, D3DCB
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* rc: Rectangle to copy
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*
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*****************************************************************************/
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void x11_copy_to_screen(IWineD3DSwapChainImpl *This, LPRECT rc) {
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void x11_copy_to_screen(IWineD3DSwapChainImpl *This, const RECT *rc)
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{
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IWineD3DSurfaceImpl *front = (IWineD3DSurfaceImpl *) This->frontBuffer;
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if(front->resource.usage & WINED3DUSAGE_RENDERTARGET) {
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@ -1623,7 +1623,7 @@ void hash_table_destroy(struct hash_table_t *table, void (*free_value)(void *val
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HeapFree(GetProcessHeap(), 0, table);
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}
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static inline struct hash_table_entry_t *hash_table_get_by_idx(struct hash_table_t *table, const void *key,
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static inline struct hash_table_entry_t *hash_table_get_by_idx(const struct hash_table_t *table, const void *key,
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unsigned int idx)
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{
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struct hash_table_entry_t *entry;
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@ -1772,7 +1772,7 @@ void hash_table_remove(struct hash_table_t *table, void *key)
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hash_table_put(table, key, NULL);
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}
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void *hash_table_get(struct hash_table_t *table, const void *key)
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void *hash_table_get(const struct hash_table_t *table, const void *key)
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{
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unsigned int idx;
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struct hash_table_entry_t *entry;
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@ -2004,7 +2004,7 @@ void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_setting
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}
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#undef GLINFO_LOCATION
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const struct ffp_frag_desc *find_ffp_frag_shader(struct hash_table_t *fragment_shaders,
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const struct ffp_frag_desc *find_ffp_frag_shader(const struct hash_table_t *fragment_shaders,
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const struct ffp_frag_settings *settings)
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{
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return (const struct ffp_frag_desc *)hash_table_get(fragment_shaders, settings);
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@ -143,7 +143,8 @@ static inline void fixup_transformed_pos(float *p) {
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p[3] = w;
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}
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DWORD *find_conversion_shift(IWineD3DVertexBufferImpl *This, WineDirect3DVertexStridedData *strided, DWORD stride) {
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DWORD *find_conversion_shift(IWineD3DVertexBufferImpl *This, const WineDirect3DVertexStridedData *strided, DWORD stride)
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{
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DWORD *ret, i, shift, j, type;
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DWORD orig_type_size;
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@ -622,7 +623,7 @@ static void WINAPI IWineD3DVertexBufferImpl_PreLoad(IWineD3DVertexBuffer *if
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case CONV_FLOAT16_2:
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{
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float *out = (float *) (&data[This->conv_stride * i + j + This->conv_shift[j]]);
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WORD *in = (WORD *) (&This->resource.allocatedMemory[i * This->stride + j]);
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const WORD *in = (WORD *) (&This->resource.allocatedMemory[i * This->stride + j]);
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out[1] = float_16_to_32(in + 1);
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out[0] = float_16_to_32(in + 0);
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@ -796,7 +797,8 @@ const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl =
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IWineD3DVertexBufferImpl_GetDesc
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};
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BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo) {
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const BYTE* IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo)
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{
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IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
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*vbo = This->vbo;
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@ -806,12 +808,12 @@ BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWO
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This->Flags &= ~VBFLAG_CREATEVBO;
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if(This->vbo) {
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*vbo = This->vbo;
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return (BYTE *) iOffset;
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return (const BYTE *)iOffset;
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}
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}
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return This->resource.allocatedMemory + iOffset;
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} else {
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return (BYTE *) iOffset;
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return (const BYTE *)iOffset;
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}
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}
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@ -316,11 +316,9 @@ static inline void find_swizzled_attribs(IWineD3DVertexDeclaration *declaration,
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}
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/** Generate a vertex shader string using either GL_VERTEX_PROGRAM_ARB
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or GLSL and send it to the card */
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static VOID IWineD3DVertexShaderImpl_GenerateShader(
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IWineD3DVertexShader *iface,
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shader_reg_maps* reg_maps,
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CONST DWORD *pFunction) {
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static void IWineD3DVertexShaderImpl_GenerateShader(IWineD3DVertexShader *iface,
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const struct shader_reg_maps* reg_maps, const DWORD *pFunction)
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{
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IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
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IWineD3DVertexDeclaration *decl = ((IWineD3DDeviceImpl *) This->baseShader.device)->stateBlock->vertexDecl;
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SHADER_BUFFER buffer;
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@ -485,7 +483,7 @@ static void WINAPI IWineD3DVertexShaderImpl_FakeSemantics(IWineD3DVertexShader *
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int i;
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for (i = 0; i < vdecl->declarationWNumElements - 1; ++i) {
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WINED3DVERTEXELEMENT* element = vdecl->pDeclarationWine + i;
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const WINED3DVERTEXELEMENT *element = vdecl->pDeclarationWine + i;
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vshader_set_input(This, element->Reg, element->Usage, element->UsageIndex);
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}
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}
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@ -69,7 +69,7 @@ struct hash_table_t {
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struct hash_table_t *hash_table_create(hash_function_t *hash_function, compare_function_t *compare_function);
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void hash_table_destroy(struct hash_table_t *table, void (*free_value)(void *value, void *cb), void *cb);
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void *hash_table_get(struct hash_table_t *table, const void *key);
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void *hash_table_get(const struct hash_table_t *table, const void *key);
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void hash_table_put(struct hash_table_t *table, void *key, void *value);
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void hash_table_remove(struct hash_table_t *table, void *key);
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@ -878,7 +878,7 @@ struct ffp_frag_desc
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};
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void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_settings *settings, BOOL ignore_textype);
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const struct ffp_frag_desc *find_ffp_frag_shader(struct hash_table_t *fragment_shaders,
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const struct ffp_frag_desc *find_ffp_frag_shader(const struct hash_table_t *fragment_shaders,
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const struct ffp_frag_settings *settings);
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void add_ffp_frag_shader(struct hash_table_t *shaders, struct ffp_frag_desc *desc);
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BOOL ffp_frag_program_key_compare(const void *keya, const void *keyb);
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@ -1039,7 +1039,7 @@ struct IWineD3DDeviceImpl
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/* Stream source management */
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WineDirect3DVertexStridedData strided_streams;
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WineDirect3DVertexStridedData *up_strided;
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const WineDirect3DVertexStridedData *up_strided;
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BOOL useDrawStridedSlow;
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BOOL instancedDraw;
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@ -1775,10 +1775,7 @@ extern void stateblock_savedstates_set(
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SAVEDSTATES* states,
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BOOL value);
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extern void stateblock_savedstates_copy(
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IWineD3DStateBlock* iface,
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SAVEDSTATES* dest,
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SAVEDSTATES* source);
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extern void stateblock_savedstates_copy(IWineD3DStateBlock *iface, SAVEDSTATES *dest, const SAVEDSTATES *source);
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extern void stateblock_copy(
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IWineD3DStateBlock* destination,
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@ -1867,7 +1864,7 @@ typedef struct IWineD3DSwapChainImpl
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extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
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const IWineD3DSwapChainVtbl IWineGDISwapChain_Vtbl;
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void x11_copy_to_screen(IWineD3DSwapChainImpl *This, LPRECT rc);
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void x11_copy_to_screen(IWineD3DSwapChainImpl *This, const RECT *rc);
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HRESULT WINAPI IWineD3DBaseSwapChainImpl_QueryInterface(IWineD3DSwapChain *iface, REFIID riid, LPVOID *ppobj);
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ULONG WINAPI IWineD3DBaseSwapChainImpl_AddRef(IWineD3DSwapChain *iface);
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@ -1984,7 +1981,7 @@ unsigned int count_bits(unsigned int mask);
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extern BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL);
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extern BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface);
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extern BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo);
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extern const BYTE *IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo);
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extern HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface);
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extern HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface);
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extern void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface, const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
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@ -2386,7 +2383,7 @@ typedef struct IWineD3DPixelShaderImpl {
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extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
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extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
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GLuint find_gl_pshader(IWineD3DPixelShaderImpl *shader, struct ps_compile_args *args);
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GLuint find_gl_pshader(IWineD3DPixelShaderImpl *shader, const struct ps_compile_args *args);
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void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct ps_compile_args *args);
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/* sRGB correction constants */
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@ -3374,12 +3374,12 @@ interface IWineD3DDevice : IWineD3DBase
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HRESULT DrawPrimitiveStrided(
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[in] WINED3DPRIMITIVETYPE primitive_type,
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[in] UINT primitive_count,
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[in] WineDirect3DVertexStridedData *strided_data
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[in] const WineDirect3DVertexStridedData *strided_data
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);
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HRESULT DrawIndexedPrimitiveStrided(
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[in] WINED3DPRIMITIVETYPE primitive_type,
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[in] UINT primitive_count,
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[in] WineDirect3DVertexStridedData *strided_data,
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[in] const WineDirect3DVertexStridedData *strided_data,
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[in] UINT vertex_count,
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[in] const void *index_data,
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[in] WINED3DFORMAT index_data_format
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