Commit 49a3dbc4 authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

d3dx9: Avoid CONST.

parent 0eae0858
......@@ -788,7 +788,7 @@ static void get_vector(struct d3dx_parameter *param, D3DXVECTOR4 *vector)
}
}
static void set_vector(struct d3dx_parameter *param, CONST D3DXVECTOR4 *vector)
static void set_vector(struct d3dx_parameter *param, const D3DXVECTOR4 *vector)
{
UINT i;
......
......@@ -155,21 +155,20 @@ failed:
return D3DXERR_INVALIDDATA;
}
static HRESULT WINAPI ID3DXLineImpl_Draw(ID3DXLine* iface, CONST D3DXVECTOR2* vertexlist, DWORD vertexlistcount, D3DCOLOR color)
static HRESULT WINAPI ID3DXLineImpl_Draw(ID3DXLine *iface, const D3DXVECTOR2 *vertex_list,
DWORD vertex_list_count, D3DCOLOR color)
{
ID3DXLineImpl *This = impl_from_ID3DXLine(iface);
FIXME("(%p)->(%p, %u, %#x): stub\n", This, vertexlist, vertexlistcount, color);
FIXME("iface %p, vertex_list %p, vertex_list_count %u, color 0x%08x stub!\n",
iface, vertex_list, vertex_list_count, color);
return E_NOTIMPL;
}
static HRESULT WINAPI ID3DXLineImpl_DrawTransform(ID3DXLine* iface, CONST D3DXVECTOR3* vertexlist, DWORD vertexlistcount,
CONST D3DXMATRIX* transform, D3DCOLOR color)
static HRESULT WINAPI ID3DXLineImpl_DrawTransform(ID3DXLine *iface, const D3DXVECTOR3 *vertex_list,
DWORD vertex_list_count, const D3DXMATRIX *transform, D3DCOLOR color)
{
ID3DXLineImpl *This = impl_from_ID3DXLine(iface);
FIXME("(%p)->(%p, %u, %p, %#x): stub\n", This, vertexlist, vertexlistcount, transform, color);
FIXME("iface %p, vertex_list %p, vertex_list_count %u, transform %p, color 0x%08x stub!\n",
iface, vertex_list, vertex_list_count, transform, color);
return E_NOTIMPL;
}
......
......@@ -344,7 +344,7 @@ static INT simple_round(FLOAT value)
return res;
}
static void convert_float4(BYTE *dst, CONST D3DXVECTOR4 *src, D3DDECLTYPE type_dst)
static void convert_float4(BYTE *dst, const D3DXVECTOR4 *src, D3DDECLTYPE type_dst)
{
BOOL fixme_once = FALSE;
......@@ -658,7 +658,7 @@ cleanup:
return hr;
}
static BOOL declaration_equals(CONST D3DVERTEXELEMENT9 *declaration1, CONST D3DVERTEXELEMENT9 *declaration2)
static BOOL declaration_equals(const D3DVERTEXELEMENT9 *declaration1, const D3DVERTEXELEMENT9 *declaration2)
{
UINT size1 = 0, size2 = 0;
......@@ -875,7 +875,8 @@ struct edge_face_map
* is at most one edge to face mapping, i.e. an edge can only belong to one
* face.
*/
static HRESULT init_edge_face_map(struct edge_face_map *edge_face_map, CONST DWORD *index_buffer, CONST DWORD *point_reps, CONST DWORD num_faces)
static HRESULT init_edge_face_map(struct edge_face_map *edge_face_map, const DWORD *index_buffer,
const DWORD *point_reps, DWORD num_faces)
{
DWORD face, edge;
DWORD i;
......@@ -915,7 +916,7 @@ static HRESULT init_edge_face_map(struct edge_face_map *edge_face_map, CONST DWO
return D3D_OK;
}
static DWORD find_adjacent_face(struct edge_face_map *edge_face_map, DWORD vertex1, DWORD vertex2, CONST DWORD num_faces)
static DWORD find_adjacent_face(struct edge_face_map *edge_face_map, DWORD vertex1, DWORD vertex2, DWORD num_faces)
{
struct edge_face *edge_face_ptr;
......@@ -945,9 +946,9 @@ static DWORD *generate_identity_point_reps(DWORD num_vertices)
return id_point_reps;
}
static HRESULT WINAPI ID3DXMeshImpl_ConvertPointRepsToAdjacency(ID3DXMesh *iface, CONST DWORD *point_reps, DWORD *adjacency)
static HRESULT WINAPI ID3DXMeshImpl_ConvertPointRepsToAdjacency(ID3DXMesh *iface,
const DWORD *point_reps, DWORD *adjacency)
{
ID3DXMeshImpl *This = impl_from_ID3DXMesh(iface);
HRESULT hr;
DWORD num_faces = iface->lpVtbl->GetNumFaces(iface);
DWORD num_vertices = iface->lpVtbl->GetNumVertices(iface);
......@@ -958,10 +959,10 @@ static HRESULT WINAPI ID3DXMeshImpl_ConvertPointRepsToAdjacency(ID3DXMesh *iface
DWORD face;
DWORD edge;
struct edge_face_map edge_face_map = {0};
CONST DWORD *point_reps_ptr = NULL;
const DWORD *point_reps_ptr = NULL;
DWORD *id_point_reps = NULL;
TRACE("(%p)->(%p,%p)\n", This, point_reps, adjacency);
TRACE("iface %p, point_reps %p, adjacency %p.\n", iface, point_reps, adjacency);
if (!adjacency) return D3DERR_INVALIDCALL;
......@@ -1046,9 +1047,8 @@ cleanup:
* vertex 5 is replaced by vertex 3 then index 5 would contain 3. If no vertex
* replaces it, then it contains the same number as the index itself, e.g.
* index 5 would contain 5. */
static HRESULT propagate_face_vertices(CONST DWORD *adjacency, DWORD *point_reps,
CONST DWORD *indices, DWORD *new_indices,
CONST DWORD face, CONST DWORD numfaces)
static HRESULT propagate_face_vertices(const DWORD *adjacency, DWORD *point_reps,
const DWORD *indices, DWORD *new_indices, DWORD face, DWORD numfaces)
{
const unsigned int VERTS_PER_FACE = 3;
DWORD edge, opp_edge;
......@@ -1096,7 +1096,8 @@ static HRESULT propagate_face_vertices(CONST DWORD *adjacency, DWORD *point_reps
return D3D_OK;
}
static HRESULT WINAPI ID3DXMeshImpl_ConvertAdjacencyToPointReps(ID3DXMesh *iface, CONST DWORD *adjacency, DWORD *point_reps)
static HRESULT WINAPI ID3DXMeshImpl_ConvertAdjacencyToPointReps(ID3DXMesh *iface,
const DWORD *adjacency, DWORD *point_reps)
{
HRESULT hr;
DWORD face;
......@@ -1108,7 +1109,7 @@ static HRESULT WINAPI ID3DXMeshImpl_ConvertAdjacencyToPointReps(ID3DXMesh *iface
ID3DXMeshImpl *This = impl_from_ID3DXMesh(iface);
TRACE("(%p)->(%p,%p)\n", This, adjacency, point_reps);
TRACE("iface %p, adjacency %p, point_reps %p.\n", iface, adjacency, point_reps);
if (!adjacency)
{
......@@ -1826,12 +1827,13 @@ cleanup:
return hr;
}
static HRESULT WINAPI ID3DXMeshImpl_SetAttributeTable(ID3DXMesh *iface, CONST D3DXATTRIBUTERANGE *attrib_table, DWORD attrib_table_size)
static HRESULT WINAPI ID3DXMeshImpl_SetAttributeTable(ID3DXMesh *iface,
const D3DXATTRIBUTERANGE *attrib_table, DWORD attrib_table_size)
{
ID3DXMeshImpl *This = impl_from_ID3DXMesh(iface);
D3DXATTRIBUTERANGE *new_table = NULL;
TRACE("(%p)->(%p,%u)\n", This, attrib_table, attrib_table_size);
TRACE("iface %p, attrib_table %p, attrib_table_size %u.\n", iface, attrib_table, attrib_table_size);
if (attrib_table_size) {
size_t size = attrib_table_size * sizeof(*attrib_table);
......@@ -1887,10 +1889,6 @@ static const struct ID3DXMeshVtbl D3DXMesh_Vtbl =
ID3DXMeshImpl_SetAttributeTable
};
/*************************************************************************
* D3DXBoxBoundProbe
*/
BOOL WINAPI D3DXBoxBoundProbe(CONST D3DXVECTOR3 *pmin, CONST D3DXVECTOR3 *pmax, CONST D3DXVECTOR3 *prayposition, CONST D3DXVECTOR3 *praydirection)
/* Algorithm taken from the article: An Efficient and Robust Ray-Box Intersection Algorithm
Amy Williams University of Utah
......@@ -1906,9 +1904,9 @@ This algorithm is free of patents or of copyrights, as confirmed by Peter Shirle
Algorithm: Consider the box as the intersection of three slabs. Clip the ray
against each slab, if there's anything left of the ray after we're
done we've got an intersection of the ray with the box.
*/
done we've got an intersection of the ray with the box. */
BOOL WINAPI D3DXBoxBoundProbe(const D3DXVECTOR3 *pmin, const D3DXVECTOR3 *pmax,
const D3DXVECTOR3 *prayposition, const D3DXVECTOR3 *praydirection)
{
FLOAT div, tmin, tmax, tymin, tymax, tzmin, tzmax;
......@@ -1960,10 +1958,8 @@ done we've got an intersection of the ray with the box.
return TRUE;
}
/*************************************************************************
* D3DXComputeBoundingBox
*/
HRESULT WINAPI D3DXComputeBoundingBox(CONST D3DXVECTOR3 *pfirstposition, DWORD numvertices, DWORD dwstride, D3DXVECTOR3 *pmin, D3DXVECTOR3 *pmax)
HRESULT WINAPI D3DXComputeBoundingBox(const D3DXVECTOR3 *pfirstposition,
DWORD numvertices, DWORD dwstride, D3DXVECTOR3 *pmin, D3DXVECTOR3 *pmax)
{
D3DXVECTOR3 vec;
unsigned int i;
......@@ -1990,10 +1986,8 @@ HRESULT WINAPI D3DXComputeBoundingBox(CONST D3DXVECTOR3 *pfirstposition, DWORD n
return D3D_OK;
}
/*************************************************************************
* D3DXComputeBoundingSphere
*/
HRESULT WINAPI D3DXComputeBoundingSphere(CONST D3DXVECTOR3* pfirstposition, DWORD numvertices, DWORD dwstride, D3DXVECTOR3 *pcenter, FLOAT *pradius)
HRESULT WINAPI D3DXComputeBoundingSphere(const D3DXVECTOR3 *pfirstposition,
DWORD numvertices, DWORD dwstride, D3DXVECTOR3 *pcenter, float *pradius)
{
D3DXVECTOR3 temp;
FLOAT d;
......@@ -2367,10 +2361,8 @@ UINT WINAPI D3DXGetDeclLength(const D3DVERTEXELEMENT9 *decl)
return element - decl;
}
/*************************************************************************
* D3DXIntersectTri
*/
BOOL WINAPI D3DXIntersectTri(CONST D3DXVECTOR3 *p0, CONST D3DXVECTOR3 *p1, CONST D3DXVECTOR3 *p2, CONST D3DXVECTOR3 *praypos, CONST D3DXVECTOR3 *praydir, FLOAT *pu, FLOAT *pv, FLOAT *pdist)
BOOL WINAPI D3DXIntersectTri(const D3DXVECTOR3 *p0, const D3DXVECTOR3 *p1, const D3DXVECTOR3 *p2,
const D3DXVECTOR3 *praypos, const D3DXVECTOR3 *praydir, float *pu, float *pv, float *pdist)
{
D3DXMATRIX m;
D3DXVECTOR4 vec;
......@@ -2412,10 +2404,8 @@ BOOL WINAPI D3DXIntersectTri(CONST D3DXVECTOR3 *p0, CONST D3DXVECTOR3 *p1, CONST
return FALSE;
}
/*************************************************************************
* D3DXSphereBoundProbe
*/
BOOL WINAPI D3DXSphereBoundProbe(CONST D3DXVECTOR3 *pcenter, FLOAT radius, CONST D3DXVECTOR3 *prayposition, CONST D3DXVECTOR3 *praydirection)
BOOL WINAPI D3DXSphereBoundProbe(const D3DXVECTOR3 *pcenter, float radius,
const D3DXVECTOR3 *prayposition, const D3DXVECTOR3 *praydirection)
{
D3DXVECTOR3 difference;
FLOAT a, b, c, d;
......
......@@ -96,14 +96,16 @@ static ULONG WINAPI ID3DXSkinInfoImpl_Release(ID3DXSkinInfo *iface)
return ref;
}
static HRESULT WINAPI ID3DXSkinInfoImpl_SetBoneInfluence(ID3DXSkinInfo *iface, DWORD bone_num, DWORD num_influences, CONST DWORD *vertices, CONST FLOAT *weights)
static HRESULT WINAPI ID3DXSkinInfoImpl_SetBoneInfluence(ID3DXSkinInfo *iface,
DWORD bone_num, DWORD num_influences, const DWORD *vertices, const float *weights)
{
ID3DXSkinInfoImpl *This = impl_from_ID3DXSkinInfo(iface);
struct bone *bone;
DWORD *new_vertices = NULL;
FLOAT *new_weights = NULL;
TRACE("(%p, %u, %u, %p, %p)\n", This, bone_num, num_influences, vertices, weights);
TRACE("iface %p, bone_num %u, num_influences %u, vertices %p, weights %p.\n",
iface, bone_num, num_influences, vertices, weights);
if (bone_num >= This->num_bones || !vertices || !weights)
return D3DERR_INVALIDCALL;
......@@ -272,11 +274,12 @@ static const char * WINAPI ID3DXSkinInfoImpl_GetBoneName(ID3DXSkinInfo *iface, D
return This->bones[bone_idx].name;
}
static HRESULT WINAPI ID3DXSkinInfoImpl_SetBoneOffsetMatrix(ID3DXSkinInfo *iface, DWORD bone_num, CONST D3DXMATRIX *bone_transform)
static HRESULT WINAPI ID3DXSkinInfoImpl_SetBoneOffsetMatrix(ID3DXSkinInfo *iface,
DWORD bone_num, const D3DXMATRIX *bone_transform)
{
ID3DXSkinInfoImpl *This = impl_from_ID3DXSkinInfo(iface);
TRACE("(%p, %u, %p)\n", This, bone_num, bone_transform);
TRACE("iface %p, bone_num %u, bone_transform %p.\n", iface, bone_num, bone_transform);
if (bone_num >= This->num_bones || !bone_transform)
return D3DERR_INVALIDCALL;
......@@ -329,13 +332,13 @@ static HRESULT WINAPI ID3DXSkinInfoImpl_SetFVF(ID3DXSkinInfo *iface, DWORD fvf)
return iface->lpVtbl->SetDeclaration(iface, declaration);
}
static HRESULT WINAPI ID3DXSkinInfoImpl_SetDeclaration(ID3DXSkinInfo *iface, CONST D3DVERTEXELEMENT9 *declaration)
static HRESULT WINAPI ID3DXSkinInfoImpl_SetDeclaration(ID3DXSkinInfo *iface, const D3DVERTEXELEMENT9 *declaration)
{
ID3DXSkinInfoImpl *This = impl_from_ID3DXSkinInfo(iface);
HRESULT hr;
int count;
TRACE("(%p, %p)\n", This, declaration);
TRACE("iface %p, declaration %p.\n", iface, declaration);
if (!declaration)
return D3DERR_INVALIDCALL;
......
......@@ -144,11 +144,11 @@ static HRESULT WINAPI ID3DXSpriteImpl_GetTransform(ID3DXSprite *iface, D3DXMATRI
return D3D_OK;
}
static HRESULT WINAPI ID3DXSpriteImpl_SetTransform(ID3DXSprite *iface, CONST D3DXMATRIX *transform)
static HRESULT WINAPI ID3DXSpriteImpl_SetTransform(ID3DXSprite *iface, const D3DXMATRIX *transform)
{
ID3DXSpriteImpl *This = impl_from_ID3DXSprite(iface);
TRACE("(%p)->(%p)\n", This, transform);
TRACE("iface %p, transform %p.\n", iface, transform);
if(transform==NULL) return D3DERR_INVALIDCALL;
This->transform=*transform;
......@@ -156,19 +156,19 @@ static HRESULT WINAPI ID3DXSpriteImpl_SetTransform(ID3DXSprite *iface, CONST D3D
return D3D_OK;
}
static HRESULT WINAPI ID3DXSpriteImpl_SetWorldViewRH(ID3DXSprite *iface, CONST D3DXMATRIX *world,
CONST D3DXMATRIX *view)
static HRESULT WINAPI ID3DXSpriteImpl_SetWorldViewRH(ID3DXSprite *iface,
const D3DXMATRIX *world, const D3DXMATRIX *view)
{
ID3DXSpriteImpl *This = impl_from_ID3DXSprite(iface);
FIXME("(%p)->(%p, %p): stub\n", This, world, view);
FIXME("iface %p, world %p, view %p stub!\n", iface, world, view);
return E_NOTIMPL;
}
static HRESULT WINAPI ID3DXSpriteImpl_SetWorldViewLH(ID3DXSprite *iface, CONST D3DXMATRIX *world,
CONST D3DXMATRIX *view)
static HRESULT WINAPI ID3DXSpriteImpl_SetWorldViewLH(ID3DXSprite *iface,
const D3DXMATRIX *world, const D3DXMATRIX *view)
{
ID3DXSpriteImpl *This = impl_from_ID3DXSprite(iface);
FIXME("(%p)->(%p, %p): stub\n", This, world, view);
FIXME("iface %p, world %p, view %p stub!\n", iface, world, view);
return E_NOTIMPL;
}
......
......@@ -1334,7 +1334,7 @@ static void init_argb_conversion_info(const struct pixel_format_desc *srcformat,
}
}
static DWORD dword_from_bytes(CONST BYTE *src, UINT bytes_per_pixel)
static DWORD dword_from_bytes(const BYTE *src, UINT bytes_per_pixel)
{
DWORD ret = 0;
static BOOL fixme_once;
......@@ -1367,7 +1367,7 @@ static void dword_to_bytes(BYTE *dst, DWORD dword, UINT bytes_per_pixel)
* Extracts the relevant components from the source color and
* drops the less significant bits if they aren't used by the destination format.
*/
static void get_relevant_argb_components(CONST struct argb_conversion_info *info, CONST DWORD col, DWORD *out)
static void get_relevant_argb_components(const struct argb_conversion_info *info, DWORD col, DWORD *out)
{
UINT i = 0;
for(;i < 4;i++)
......@@ -1381,7 +1381,7 @@ static void get_relevant_argb_components(CONST struct argb_conversion_info *info
* Recombines the output of get_relevant_argb_components and converts
* it to the destination format.
*/
static DWORD make_argb_color(CONST struct argb_conversion_info *info, CONST DWORD *in)
static DWORD make_argb_color(const struct argb_conversion_info *info, const DWORD *in)
{
UINT i;
DWORD val = 0;
......
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