dsound: Constify some variables.
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@ -175,7 +175,7 @@ static inline BYTE cvtS16toU8(INT16 s)
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* Copy a single frame from the given input buffer to the given output buffer.
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* Translate 8 <-> 16 bits and mono <-> stereo
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*/
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static inline void cp_fields(const IDirectSoundBufferImpl *dsb, BYTE *ibuf, BYTE *obuf )
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static inline void cp_fields(const IDirectSoundBufferImpl *dsb, const BYTE *ibuf, BYTE *obuf )
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{
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DirectSoundDevice * device = dsb->device;
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INT fl,fr;
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@ -192,8 +192,8 @@ static inline void cp_fields(const IDirectSoundBufferImpl *dsb, BYTE *ibuf, BYTE
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fl = cvtU8toS16(*ibuf);
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fr = (dsb->pwfx->nChannels==2 ? cvtU8toS16(*(ibuf + 1)) : fl);
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} else {
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fl = *((INT16 *)ibuf);
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fr = (dsb->pwfx->nChannels==2 ? *(((INT16 *)ibuf) + 1) : fl);
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fl = *((const INT16 *)ibuf);
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fr = (dsb->pwfx->nChannels==2 ? *(((const INT16 *)ibuf) + 1) : fl);
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}
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if (device->pwfx->nChannels == 2) {
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@ -910,7 +910,8 @@ post_mix:
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*
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* Returns: the length beyond the writepos that was mixed to.
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*/
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static DWORD DSOUND_MixToPrimary(DirectSoundDevice *device, DWORD playpos, DWORD writepos, DWORD mixlen, BOOL recover)
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static DWORD DSOUND_MixToPrimary(const DirectSoundDevice *device, DWORD playpos, DWORD writepos,
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DWORD mixlen, BOOL recover)
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{
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INT i, len, maxlen = 0;
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IDirectSoundBufferImpl *dsb;
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@ -66,7 +66,7 @@ WINE_DEFAULT_DEBUG_CHANNEL(dsound3d);
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*/
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/* scalar product (i believe it's called dot product in english) */
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static inline D3DVALUE ScalarProduct (LPD3DVECTOR a, LPD3DVECTOR b)
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static inline D3DVALUE ScalarProduct (const D3DVECTOR *a, const D3DVECTOR *b)
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{
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D3DVALUE c;
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c = (a->x*b->x) + (a->y*b->y) + (a->z*b->z);
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@ -76,7 +76,7 @@ static inline D3DVALUE ScalarProduct (LPD3DVECTOR a, LPD3DVECTOR b)
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}
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/* vector product (i believe it's called cross product in english */
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static inline D3DVECTOR VectorProduct (LPD3DVECTOR a, LPD3DVECTOR b)
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static inline D3DVECTOR VectorProduct (const D3DVECTOR *a, const D3DVECTOR *b)
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{
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D3DVECTOR c;
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c.x = (a->y*b->z) - (a->z*b->y);
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@ -88,7 +88,7 @@ static inline D3DVECTOR VectorProduct (LPD3DVECTOR a, LPD3DVECTOR b)
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}
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/* magnitude (length) of vector */
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static inline D3DVALUE VectorMagnitude (LPD3DVECTOR a)
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static inline D3DVALUE VectorMagnitude (const D3DVECTOR *a)
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{
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D3DVALUE l;
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l = sqrt (ScalarProduct (a, a));
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@ -106,7 +106,7 @@ static inline D3DVALUE RadToDeg (D3DVALUE angle)
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}
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/* angle between vectors - deg version */
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static inline D3DVALUE AngleBetweenVectorsDeg (LPD3DVECTOR a, LPD3DVECTOR b)
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static inline D3DVALUE AngleBetweenVectorsDeg (const D3DVECTOR *a, const D3DVECTOR *b)
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{
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D3DVALUE la, lb, product, angle, cos;
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/* definition of scalar product: a*b = |a|*|b|*cos...therefore: */
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@ -123,7 +123,7 @@ static inline D3DVALUE AngleBetweenVectorsDeg (LPD3DVECTOR a, LPD3DVECTOR b)
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}
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/* angle between vectors - rad version */
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static inline D3DVALUE AngleBetweenVectorsRad (LPD3DVECTOR a, LPD3DVECTOR b)
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static inline D3DVALUE AngleBetweenVectorsRad (const D3DVECTOR *a, const D3DVECTOR *b)
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{
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D3DVALUE la, lb, product, angle, cos;
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/* definition of scalar product: a*b = |a|*|b|*cos...therefore: */
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@ -138,7 +138,7 @@ static inline D3DVALUE AngleBetweenVectorsRad (LPD3DVECTOR a, LPD3DVECTOR b)
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}
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/* calculates vector between two points */
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static inline D3DVECTOR VectorBetweenTwoPoints (LPD3DVECTOR a, LPD3DVECTOR b)
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static inline D3DVECTOR VectorBetweenTwoPoints (const D3DVECTOR *a, const D3DVECTOR *b)
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{
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D3DVECTOR c;
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c.x = b->x - a->x;
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@ -150,7 +150,7 @@ static inline D3DVECTOR VectorBetweenTwoPoints (LPD3DVECTOR a, LPD3DVECTOR b)
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}
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/* calculates the length of vector's projection on another vector */
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static inline D3DVALUE ProjectVector (LPD3DVECTOR a, LPD3DVECTOR p)
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static inline D3DVALUE ProjectVector (const D3DVECTOR *a, const D3DVECTOR *p)
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{
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D3DVALUE prod, result;
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prod = ScalarProduct(a, p);
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