wined3d: Make the device parameter to context_apply_clear_state() const.
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@ -2171,7 +2171,7 @@ static BOOL context_validate_rt_config(UINT rt_count,
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}
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/* Context activation is done by the caller. */
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/* Context activation is done by the caller. */
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BOOL context_apply_clear_state(struct wined3d_context *context, struct wined3d_device *device,
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BOOL context_apply_clear_state(struct wined3d_context *context, const struct wined3d_device *device,
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UINT rt_count, const struct wined3d_fb_state *fb)
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UINT rt_count, const struct wined3d_fb_state *fb)
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{
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{
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DWORD rt_mask = 0, old_mask;
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DWORD rt_mask = 0, old_mask;
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@ -1234,7 +1234,7 @@ void context_alloc_event_query(struct wined3d_context *context,
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void context_alloc_occlusion_query(struct wined3d_context *context,
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void context_alloc_occlusion_query(struct wined3d_context *context,
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struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
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struct wined3d_occlusion_query *query) DECLSPEC_HIDDEN;
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void context_apply_blit_state(struct wined3d_context *context, const struct wined3d_device *device) DECLSPEC_HIDDEN;
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void context_apply_blit_state(struct wined3d_context *context, const struct wined3d_device *device) DECLSPEC_HIDDEN;
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BOOL context_apply_clear_state(struct wined3d_context *context, struct wined3d_device *device,
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BOOL context_apply_clear_state(struct wined3d_context *context, const struct wined3d_device *device,
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UINT rt_count, const struct wined3d_fb_state *fb) DECLSPEC_HIDDEN;
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UINT rt_count, const struct wined3d_fb_state *fb) DECLSPEC_HIDDEN;
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BOOL context_apply_draw_state(struct wined3d_context *context, struct wined3d_device *device) DECLSPEC_HIDDEN;
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BOOL context_apply_draw_state(struct wined3d_context *context, struct wined3d_device *device) DECLSPEC_HIDDEN;
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void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
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void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
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