wined3d: Make some internal stateblock function arguments const.
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5737efe71a
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@ -164,7 +164,7 @@ static void stateblock_savedstates_set(SAVEDSTATES *states, BOOL value, const st
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memset(states->vertexShaderConstantsF, value, sizeof(BOOL) * gl_info->max_vshader_constantsF);
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memset(states->vertexShaderConstantsF, value, sizeof(BOOL) * gl_info->max_vshader_constantsF);
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}
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}
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static void stateblock_copy(IWineD3DStateBlockImpl *dst, IWineD3DStateBlockImpl *src)
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static void stateblock_copy(IWineD3DStateBlockImpl *dst, const IWineD3DStateBlockImpl *src)
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{
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{
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const struct wined3d_gl_info *gl_info = &src->wineD3DDevice->adapter->gl_info;
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const struct wined3d_gl_info *gl_info = &src->wineD3DDevice->adapter->gl_info;
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unsigned int l;
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unsigned int l;
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@ -331,7 +331,8 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_GetDevice(IWineD3DStateBlock *ifac
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}
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}
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static inline void record_lights(IWineD3DStateBlockImpl *This, IWineD3DStateBlockImpl *targetStateBlock) {
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static void record_lights(IWineD3DStateBlockImpl *This, const IWineD3DStateBlockImpl *targetStateBlock)
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{
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UINT i;
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UINT i;
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/* Lights... For a recorded state block, we just had a chain of actions to perform,
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/* Lights... For a recorded state block, we just had a chain of actions to perform,
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@ -744,7 +745,8 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface)
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return WINED3D_OK;
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return WINED3D_OK;
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}
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}
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static inline void apply_lights(IWineD3DDevice *pDevice, IWineD3DStateBlockImpl *This) {
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static void apply_lights(IWineD3DDevice *pDevice, const IWineD3DStateBlockImpl *This)
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{
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UINT i;
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UINT i;
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for(i = 0; i < LIGHTMAP_SIZE; i++) {
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for(i = 0; i < LIGHTMAP_SIZE; i++) {
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struct list *e;
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struct list *e;
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