wined3d: Make some internal stateblock function arguments const.

This commit is contained in:
Henri Verbeet 2009-09-30 10:49:10 +02:00 committed by Alexandre Julliard
parent 5737efe71a
commit 844dda20ff
1 changed files with 5 additions and 3 deletions

View File

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