wined3d: Make the declaration parameter to wined3d_device_process_vertices() const.
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@ -3574,7 +3574,7 @@ static HRESULT process_vertices_strided(const struct wined3d_device *device, DWO
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/* Do not call while under the GL lock. */
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HRESULT CDECL wined3d_device_process_vertices(struct wined3d_device *device,
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UINT src_start_idx, UINT dst_idx, UINT vertex_count, struct wined3d_buffer *dst_buffer,
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struct wined3d_vertex_declaration *declaration, DWORD flags, DWORD dst_fvf)
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const struct wined3d_vertex_declaration *declaration, DWORD flags, DWORD dst_fvf)
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{
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struct wined3d_state *state = &device->stateBlock->state;
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BOOL vbo = FALSE, streamWasUP = state->user_stream;
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@ -2282,7 +2282,7 @@ HRESULT __cdecl wined3d_device_present(struct wined3d_device *device, const RECT
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const RECT *dst_rect, HWND dst_window_override, const RGNDATA *dirty_region);
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HRESULT __cdecl wined3d_device_process_vertices(struct wined3d_device *device,
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UINT src_start_idx, UINT dst_idx, UINT vertex_count, struct wined3d_buffer *dst_buffer,
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struct wined3d_vertex_declaration *declaration, DWORD flags, DWORD dst_fvf);
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const struct wined3d_vertex_declaration *declaration, DWORD flags, DWORD dst_fvf);
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void __cdecl wined3d_device_release_focus_window(struct wined3d_device *device);
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HRESULT __cdecl wined3d_device_reset(struct wined3d_device *device,
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WINED3DPRESENT_PARAMETERS *present_parameters, wined3d_device_reset_cb callback);
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