wined3d: Make the context parameter to context_check_fbo_status() const.
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@ -219,7 +219,7 @@ static void context_attach_surface_fbo(const struct wined3d_context *context,
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}
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/* GL locking is done by the caller */
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void context_check_fbo_status(struct wined3d_context *context, GLenum target)
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void context_check_fbo_status(const struct wined3d_context *context, GLenum target)
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{
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const struct wined3d_gl_info *gl_info = context->gl_info;
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GLenum status;
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@ -233,7 +233,7 @@ void context_check_fbo_status(struct wined3d_context *context, GLenum target)
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}
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else
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{
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struct wined3d_surface *attachment;
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const struct wined3d_surface *attachment;
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unsigned int i;
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FIXME("FBO status %s (%#x)\n", debug_fbostatus(status), status);
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@ -1227,7 +1227,7 @@ void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target
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void context_attach_depth_stencil_fbo(const struct wined3d_context *context,
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GLenum fbo_target, struct wined3d_surface *depth_stencil, BOOL use_render_buffer) DECLSPEC_HIDDEN;
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void context_bind_fbo(struct wined3d_context *context, GLenum target, GLuint *fbo) DECLSPEC_HIDDEN;
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void context_check_fbo_status(struct wined3d_context *context, GLenum target) DECLSPEC_HIDDEN;
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void context_check_fbo_status(const struct wined3d_context *context, GLenum target) DECLSPEC_HIDDEN;
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struct wined3d_context *context_create(struct wined3d_swapchain *swapchain, struct wined3d_surface *target,
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const struct wined3d_format *ds_format) DECLSPEC_HIDDEN;
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void context_destroy(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
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