wined3d: Const correctness fixes for drawprim.c.
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21b8535902
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6f98f19703
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@ -146,10 +146,10 @@ void primitiveDeclarationConvertToStridedData(
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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IWineD3DVertexDeclarationImpl* vertexDeclaration = (IWineD3DVertexDeclarationImpl *)This->stateBlock->vertexDecl;
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unsigned int i;
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WINED3DVERTEXELEMENT *element;
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const WINED3DVERTEXELEMENT *element;
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DWORD stride;
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DWORD numPreloadStreams = This->stateBlock->streamIsUP ? 0 : vertexDeclaration->num_streams;
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DWORD *streams = vertexDeclaration->streams;
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const DWORD *streams = vertexDeclaration->streams;
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/* Check for transformed vertices, disable vertex shader if present */
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strided->u.s.position_transformed = vertexDeclaration->position_transformed;
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@ -286,16 +286,15 @@ static void drawStridedFast(IWineD3DDevice *iface,UINT numberOfVertices, GLenum
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* Slower GL version which extracts info about each vertex in turn
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*/
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static void drawStridedSlow(IWineD3DDevice *iface, WineDirect3DVertexStridedData *sd,
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UINT NumVertexes, GLenum glPrimType,
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const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx, ULONG startVertex) {
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static void drawStridedSlow(IWineD3DDevice *iface, const WineDirect3DVertexStridedData *sd, UINT NumVertexes,
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GLenum glPrimType, const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx, ULONG startVertex)
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{
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unsigned int textureNo = 0;
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const WORD *pIdxBufS = NULL;
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const DWORD *pIdxBufL = NULL;
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ULONG vx_index;
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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UINT *streamOffset = This->stateBlock->streamOffset;
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const UINT *streamOffset = This->stateBlock->streamOffset;
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long SkipnStrides = startVertex + This->stateBlock->loadBaseVertexIndex;
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BOOL pixelShader = use_ps(This);
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@ -595,10 +594,9 @@ static inline void send_attribute(IWineD3DDeviceImpl *This, const DWORD type, co
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}
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}
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static void drawStridedSlowVs(IWineD3DDevice *iface, WineDirect3DVertexStridedData *sd, UINT numberOfVertices,
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GLenum glPrimitiveType, const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx,
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ULONG startVertex) {
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static void drawStridedSlowVs(IWineD3DDevice *iface, const WineDirect3DVertexStridedData *sd, UINT numberOfVertices,
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GLenum glPrimitiveType, const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx, ULONG startVertex)
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{
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
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long SkipnStrides = startVertex + This->stateBlock->loadBaseVertexIndex;
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const WORD *pIdxBufS = NULL;
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@ -656,9 +654,10 @@ static void drawStridedSlowVs(IWineD3DDevice *iface, WineDirect3DVertexStridedDa
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glEnd();
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}
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static inline void drawStridedInstanced(IWineD3DDevice *iface, WineDirect3DVertexStridedData *sd, UINT numberOfVertices,
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GLenum glPrimitiveType, const void *idxData, short idxSize, ULONG minIndex,
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ULONG startIdx, ULONG startVertex) {
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static inline void drawStridedInstanced(IWineD3DDevice *iface, const WineDirect3DVertexStridedData *sd,
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UINT numberOfVertices, GLenum glPrimitiveType, const void *idxData, short idxSize, ULONG minIndex,
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ULONG startIdx, ULONG startVertex)
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{
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UINT numInstances = 0, i;
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int numInstancedAttribs = 0, j;
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UINT instancedData[sizeof(sd->u.input) / sizeof(sd->u.input[0]) /* 16 */];
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@ -854,7 +853,7 @@ void drawPrimitive(IWineD3DDevice *iface,
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{
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GLenum glPrimType;
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BOOL emulation = FALSE;
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WineDirect3DVertexStridedData *strided = &This->strided_streams;
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const WineDirect3DVertexStridedData *strided = &This->strided_streams;
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WineDirect3DVertexStridedData stridedlcl;
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/* Ok, Work out which primitive is requested and how many vertexes that
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will be */
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@ -1006,7 +1005,7 @@ HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This,
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float max_x = 0.0, max_y = 0.0, max_z = 0.0, neg_z = 0.0;
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WineDirect3DVertexStridedData strided;
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const BYTE *data;
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WINED3DRECTPATCH_INFO *info = &patch->RectPatchInfo;
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const WINED3DRECTPATCH_INFO *info = &patch->RectPatchInfo;
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DWORD vtxStride;
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GLenum feedback_type;
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GLfloat *feedbuffer;
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@ -1085,11 +1084,11 @@ HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This,
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checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)");
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IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_FILLMODE));
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if(patch->has_normals) {
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float black[4] = {0, 0, 0, 0};
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float red[4] = {1, 0, 0, 0};
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float green[4] = {0, 1, 0, 0};
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float blue[4] = {0, 0, 1, 0};
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float white[4] = {1, 1, 1, 1};
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const GLfloat black[4] = {0, 0, 0, 0};
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const GLfloat red[4] = {1, 0, 0, 0};
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const GLfloat green[4] = {0, 1, 0, 0};
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const GLfloat blue[4] = {0, 0, 1, 0};
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const GLfloat white[4] = {1, 1, 1, 1};
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glEnable(GL_LIGHTING);
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checkGLcall("glEnable(GL_LIGHTING)");
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glLightModelfv(GL_LIGHT_MODEL_AMBIENT, black);
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@ -1256,9 +1255,9 @@ HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This,
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if(patch->has_normals) {
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/* Now do the same with reverse light directions */
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float x[4] = {-1, 0, 0, 0};
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float y[4] = { 0, -1, 0, 0};
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float z[4] = { 0, 0, -1, 0};
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const GLfloat x[4] = {-1, 0, 0, 0};
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const GLfloat y[4] = { 0, -1, 0, 0};
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const GLfloat z[4] = { 0, 0, -1, 0};
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glLightfv(GL_LIGHT0, GL_POSITION, x);
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glLightfv(GL_LIGHT1, GL_POSITION, y);
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glLightfv(GL_LIGHT2, GL_POSITION, z);
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