wined3d: Cast-qual warnings fix.
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@ -2574,7 +2574,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetTransform(IWineD3DDevice *iface, W
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glMatrixMode(GL_MODELVIEW);
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checkGLcall("glMatrixMode(GL_MODELVIEW)");
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glPushMatrix();
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glLoadMatrixf((float *)lpmatrix);
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glLoadMatrixf((const float *)lpmatrix);
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checkGLcall("glLoadMatrixf(...)");
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/* Reset lights */
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@ -2629,7 +2629,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_MultiplyTransform(IWineD3DDevice *iface
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FIXME("Unhandled transform state!!\n");
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}
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multiply_matrix(&temp, mat, (WINED3DMATRIX *) pMatrix);
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multiply_matrix(&temp, mat, (const WINED3DMATRIX *) pMatrix);
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/* Apply change via set transform - will reapply to eg. lights this way */
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return IWineD3DDeviceImpl_SetTransform(iface, State, &temp);
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@ -6720,7 +6720,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_UpdateSurface(IWineD3DDevice *iface,
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int j;
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/* hopefully using pointer addtion will be quicker than using a point + j * rowoffset */
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unsigned char* data =((unsigned char *)IWineD3DSurface_GetData(pSourceSurface)) + offset;
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const unsigned char* data =((const unsigned char *)IWineD3DSurface_GetData(pSourceSurface)) + offset;
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for(j = destTop ; j < (srcHeight + destTop) ; j++){
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@ -2450,7 +2450,7 @@ WINED3DFORMAT pixelformat_for_depth(DWORD depth) {
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}
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}
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void multiply_matrix(WINED3DMATRIX *dest, WINED3DMATRIX *src1, WINED3DMATRIX *src2) {
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void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2) {
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WINED3DMATRIX temp;
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/* Now do the multiplication 'by hand'.
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@ -1272,7 +1272,7 @@ void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords)
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int D3DFmtMakeGlCfg(WINED3DFORMAT BackBufferFormat, WINED3DFORMAT StencilBufferFormat, int *attribs, int* nAttribs, BOOL alternate);
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/* Math utils */
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void multiply_matrix(WINED3DMATRIX *dest, WINED3DMATRIX *src1, WINED3DMATRIX *src2);
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void multiply_matrix(WINED3DMATRIX *dest, const WINED3DMATRIX *src1, const WINED3DMATRIX *src2);
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/*****************************************************************************
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* To enable calling of inherited functions, requires prototypes
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