wined3d: Make the shader and ctx_priv parameters to shader_generate_glsl_declarations() const.
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@ -918,8 +918,8 @@ static unsigned int vec4_varyings(DWORD shader_major, const struct wined3d_gl_in
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/** Generate the variable & register declarations for the GLSL output target */
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/** Generate the variable & register declarations for the GLSL output target */
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static void shader_generate_glsl_declarations(const struct wined3d_context *context,
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static void shader_generate_glsl_declarations(const struct wined3d_context *context,
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struct wined3d_shader_buffer *buffer, struct wined3d_shader *shader,
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struct wined3d_shader_buffer *buffer, const struct wined3d_shader *shader,
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const struct wined3d_shader_reg_maps *reg_maps, struct shader_glsl_ctx_priv *ctx_priv)
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const struct wined3d_shader_reg_maps *reg_maps, const struct shader_glsl_ctx_priv *ctx_priv)
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{
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{
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const struct wined3d_state *state = &shader->device->stateBlock->state;
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const struct wined3d_state *state = &shader->device->stateBlock->state;
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const struct ps_compile_args *ps_args = ctx_priv->cur_ps_args;
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const struct ps_compile_args *ps_args = ctx_priv->cur_ps_args;
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