wined3d: Make the device parameter to wined3d_device_get_npatch_mode() const.
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@ -4613,7 +4613,7 @@ HRESULT CDECL wined3d_device_set_npatch_mode(struct wined3d_device *device, floa
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return WINED3D_OK;
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}
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float CDECL wined3d_device_get_npatch_mode(struct wined3d_device *device)
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float CDECL wined3d_device_get_npatch_mode(const struct wined3d_device *device)
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{
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static BOOL warned;
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@ -2224,7 +2224,7 @@ HRESULT __cdecl wined3d_device_get_index_buffer(const struct wined3d_device *dev
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HRESULT __cdecl wined3d_device_get_light(const struct wined3d_device *device, UINT light_idx, WINED3DLIGHT *light);
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HRESULT __cdecl wined3d_device_get_light_enable(const struct wined3d_device *device, UINT light_idx, BOOL *enable);
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HRESULT __cdecl wined3d_device_get_material(const struct wined3d_device *device, WINED3DMATERIAL *material);
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float __cdecl wined3d_device_get_npatch_mode(struct wined3d_device *device);
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float __cdecl wined3d_device_get_npatch_mode(const struct wined3d_device *device);
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struct wined3d_shader * __cdecl wined3d_device_get_pixel_shader(const struct wined3d_device *device);
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void __cdecl wined3d_device_get_primitive_type(const struct wined3d_device *device,
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WINED3DPRIMITIVETYPE *primitive_topology);
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