wined3d: Make the shader parameter to shader_generate_main() const.
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@ -1164,7 +1164,7 @@ void shader_dump_src_param(const struct wined3d_shader_src_param *param,
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/* Shared code in order to generate the bulk of the shader string.
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* NOTE: A description of how to parse tokens can be found on MSDN. */
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void shader_generate_main(struct wined3d_shader *shader, struct wined3d_shader_buffer *buffer,
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void shader_generate_main(const struct wined3d_shader *shader, struct wined3d_shader_buffer *buffer,
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const struct wined3d_shader_reg_maps *reg_maps, const DWORD *byte_code, void *backend_ctx)
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{
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struct wined3d_device *device = shader->device;
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@ -2633,8 +2633,8 @@ void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
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const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
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unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps *reg_maps,
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unsigned int max) DECLSPEC_HIDDEN;
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void shader_generate_main(struct wined3d_shader *shader, struct wined3d_shader_buffer *buffer,
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const struct wined3d_shader_reg_maps *reg_maps, const DWORD *pFunction, void *backend_ctx) DECLSPEC_HIDDEN;
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void shader_generate_main(const struct wined3d_shader *shader, struct wined3d_shader_buffer *buffer,
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const struct wined3d_shader_reg_maps *reg_maps, const DWORD *byte_code, void *backend_ctx) DECLSPEC_HIDDEN;
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BOOL shader_match_semantic(const char *semantic_name, WINED3DDECLUSAGE usage) DECLSPEC_HIDDEN;
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static inline BOOL shader_is_pshader_version(enum wined3d_shader_type type)
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