Commit 5532c990 authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

wined3d: Const correctness fixes.

parent 7c0cb8c0
......@@ -5407,7 +5407,10 @@ static HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitiveUP(IWineD3DDevice *
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitiveStrided (IWineD3DDevice *iface, WINED3DPRIMITIVETYPE PrimitiveType, UINT PrimitiveCount, WineDirect3DVertexStridedData *DrawPrimStrideData) {
static HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitiveStrided(IWineD3DDevice *iface,
WINED3DPRIMITIVETYPE PrimitiveType, UINT PrimitiveCount,
const WineDirect3DVertexStridedData *DrawPrimStrideData)
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
/* Mark the state dirty until we have nicer tracking
......@@ -5423,7 +5426,11 @@ static HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitiveStrided (IWineD3DDevice *i
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitiveStrided(IWineD3DDevice *iface, WINED3DPRIMITIVETYPE PrimitiveType, UINT PrimitiveCount, WineDirect3DVertexStridedData *DrawPrimStrideData, UINT NumVertices, CONST void *pIndexData, WINED3DFORMAT IndexDataFormat) {
static HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitiveStrided(IWineD3DDevice *iface,
WINED3DPRIMITIVETYPE PrimitiveType, UINT PrimitiveCount,
const WineDirect3DVertexStridedData *DrawPrimStrideData, UINT NumVertices, const void *pIndexData,
WINED3DFORMAT IndexDataFormat)
{
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
DWORD idxSize = (IndexDataFormat == WINED3DFMT_INDEX32 ? 4 : 2);
......
......@@ -368,7 +368,8 @@ static HRESULT WINAPI IWineD3DPixelShaderImpl_SetFunction(IWineD3DPixelShader *i
return WINED3D_OK;
}
GLuint pixelshader_compile(IWineD3DPixelShaderImpl *This, struct ps_compile_args *args) {
static GLuint pixelshader_compile(IWineD3DPixelShaderImpl *This, const struct ps_compile_args *args)
{
CONST DWORD *function = This->baseShader.function;
HRESULT hr;
GLuint retval;
......@@ -457,7 +458,8 @@ void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImp
}
}
GLuint find_gl_pshader(IWineD3DPixelShaderImpl *shader, struct ps_compile_args *args) {
GLuint find_gl_pshader(IWineD3DPixelShaderImpl *shader, const struct ps_compile_args *args)
{
UINT i;
struct ps_compiled_shader *old_array;
......
......@@ -63,11 +63,8 @@ HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object) {
}
/** Copy all members of one stateblock to another */
void stateblock_savedstates_copy(
IWineD3DStateBlock* iface,
SAVEDSTATES* dest,
SAVEDSTATES* source) {
void stateblock_savedstates_copy(IWineD3DStateBlock* iface, SAVEDSTATES *dest, const SAVEDSTATES *source)
{
IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface;
unsigned bsize = sizeof(BOOL);
......@@ -710,7 +707,7 @@ static inline void apply_lights(IWineD3DDevice *pDevice, IWineD3DStateBlockImpl
struct list *e;
LIST_FOR_EACH(e, &This->lightMap[i]) {
PLIGHTINFOEL *light = LIST_ENTRY(e, PLIGHTINFOEL, entry);
const PLIGHTINFOEL *light = LIST_ENTRY(e, PLIGHTINFOEL, entry);
if(light->changed) {
IWineD3DDevice_SetLight(pDevice, light->OriginalIndex, &light->OriginalParms);
......
......@@ -340,7 +340,7 @@ const char* filename)
alpha_shift = get_shift(formatEntry->alphaMask);
for (y = 0; y < This->pow2Height; y++) {
unsigned char *src = This->resource.allocatedMemory + (y * 1 * IWineD3DSurface_GetPitch(iface));
const unsigned char *src = This->resource.allocatedMemory + (y * 1 * IWineD3DSurface_GetPitch(iface));
for (x = 0; x < This->pow2Width; x++) {
unsigned int color;
unsigned int comp;
......@@ -405,7 +405,7 @@ HRESULT WINAPI IWineGDISurfaceImpl_GetDC(IWineD3DSurface *iface, HDC *pHDC) {
if(This->resource.format == WINED3DFMT_P8 ||
This->resource.format == WINED3DFMT_A8P8) {
unsigned int n;
PALETTEENTRY *pal = NULL;
const PALETTEENTRY *pal = NULL;
if(This->palette) {
pal = This->palette->palents;
......
......@@ -80,7 +80,8 @@ static void WINAPI IWineGDISwapChainImpl_Destroy(IWineD3DSwapChain *iface, D3DCB
* rc: Rectangle to copy
*
*****************************************************************************/
void x11_copy_to_screen(IWineD3DSwapChainImpl *This, LPRECT rc) {
void x11_copy_to_screen(IWineD3DSwapChainImpl *This, const RECT *rc)
{
IWineD3DSurfaceImpl *front = (IWineD3DSurfaceImpl *) This->frontBuffer;
if(front->resource.usage & WINED3DUSAGE_RENDERTARGET) {
......
......@@ -1623,7 +1623,7 @@ void hash_table_destroy(struct hash_table_t *table, void (*free_value)(void *val
HeapFree(GetProcessHeap(), 0, table);
}
static inline struct hash_table_entry_t *hash_table_get_by_idx(struct hash_table_t *table, const void *key,
static inline struct hash_table_entry_t *hash_table_get_by_idx(const struct hash_table_t *table, const void *key,
unsigned int idx)
{
struct hash_table_entry_t *entry;
......@@ -1772,7 +1772,7 @@ void hash_table_remove(struct hash_table_t *table, void *key)
hash_table_put(table, key, NULL);
}
void *hash_table_get(struct hash_table_t *table, const void *key)
void *hash_table_get(const struct hash_table_t *table, const void *key)
{
unsigned int idx;
struct hash_table_entry_t *entry;
......@@ -2004,7 +2004,7 @@ void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_setting
}
#undef GLINFO_LOCATION
const struct ffp_frag_desc *find_ffp_frag_shader(struct hash_table_t *fragment_shaders,
const struct ffp_frag_desc *find_ffp_frag_shader(const struct hash_table_t *fragment_shaders,
const struct ffp_frag_settings *settings)
{
return (const struct ffp_frag_desc *)hash_table_get(fragment_shaders, settings);
......
......@@ -143,7 +143,8 @@ static inline void fixup_transformed_pos(float *p) {
p[3] = w;
}
DWORD *find_conversion_shift(IWineD3DVertexBufferImpl *This, WineDirect3DVertexStridedData *strided, DWORD stride) {
DWORD *find_conversion_shift(IWineD3DVertexBufferImpl *This, const WineDirect3DVertexStridedData *strided, DWORD stride)
{
DWORD *ret, i, shift, j, type;
DWORD orig_type_size;
......@@ -622,7 +623,7 @@ static void WINAPI IWineD3DVertexBufferImpl_PreLoad(IWineD3DVertexBuffer *if
case CONV_FLOAT16_2:
{
float *out = (float *) (&data[This->conv_stride * i + j + This->conv_shift[j]]);
WORD *in = (WORD *) (&This->resource.allocatedMemory[i * This->stride + j]);
const WORD *in = (WORD *) (&This->resource.allocatedMemory[i * This->stride + j]);
out[1] = float_16_to_32(in + 1);
out[0] = float_16_to_32(in + 0);
......@@ -796,7 +797,8 @@ const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl =
IWineD3DVertexBufferImpl_GetDesc
};
BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo) {
const BYTE* IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo)
{
IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
*vbo = This->vbo;
......@@ -806,12 +808,12 @@ BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWO
This->Flags &= ~VBFLAG_CREATEVBO;
if(This->vbo) {
*vbo = This->vbo;
return (BYTE *) iOffset;
return (const BYTE *)iOffset;
}
}
return This->resource.allocatedMemory + iOffset;
} else {
return (BYTE *) iOffset;
return (const BYTE *)iOffset;
}
}
......
......@@ -316,11 +316,9 @@ static inline void find_swizzled_attribs(IWineD3DVertexDeclaration *declaration,
}
/** Generate a vertex shader string using either GL_VERTEX_PROGRAM_ARB
or GLSL and send it to the card */
static VOID IWineD3DVertexShaderImpl_GenerateShader(
IWineD3DVertexShader *iface,
shader_reg_maps* reg_maps,
CONST DWORD *pFunction) {
static void IWineD3DVertexShaderImpl_GenerateShader(IWineD3DVertexShader *iface,
const struct shader_reg_maps* reg_maps, const DWORD *pFunction)
{
IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface;
IWineD3DVertexDeclaration *decl = ((IWineD3DDeviceImpl *) This->baseShader.device)->stateBlock->vertexDecl;
SHADER_BUFFER buffer;
......@@ -485,7 +483,7 @@ static void WINAPI IWineD3DVertexShaderImpl_FakeSemantics(IWineD3DVertexShader *
int i;
for (i = 0; i < vdecl->declarationWNumElements - 1; ++i) {
WINED3DVERTEXELEMENT* element = vdecl->pDeclarationWine + i;
const WINED3DVERTEXELEMENT *element = vdecl->pDeclarationWine + i;
vshader_set_input(This, element->Reg, element->Usage, element->UsageIndex);
}
}
......
......@@ -69,7 +69,7 @@ struct hash_table_t {
struct hash_table_t *hash_table_create(hash_function_t *hash_function, compare_function_t *compare_function);
void hash_table_destroy(struct hash_table_t *table, void (*free_value)(void *value, void *cb), void *cb);
void *hash_table_get(struct hash_table_t *table, const void *key);
void *hash_table_get(const struct hash_table_t *table, const void *key);
void hash_table_put(struct hash_table_t *table, void *key, void *value);
void hash_table_remove(struct hash_table_t *table, void *key);
......@@ -878,7 +878,7 @@ struct ffp_frag_desc
};
void gen_ffp_frag_op(IWineD3DStateBlockImpl *stateblock, struct ffp_frag_settings *settings, BOOL ignore_textype);
const struct ffp_frag_desc *find_ffp_frag_shader(struct hash_table_t *fragment_shaders,
const struct ffp_frag_desc *find_ffp_frag_shader(const struct hash_table_t *fragment_shaders,
const struct ffp_frag_settings *settings);
void add_ffp_frag_shader(struct hash_table_t *shaders, struct ffp_frag_desc *desc);
BOOL ffp_frag_program_key_compare(const void *keya, const void *keyb);
......@@ -1039,7 +1039,7 @@ struct IWineD3DDeviceImpl
/* Stream source management */
WineDirect3DVertexStridedData strided_streams;
WineDirect3DVertexStridedData *up_strided;
const WineDirect3DVertexStridedData *up_strided;
BOOL useDrawStridedSlow;
BOOL instancedDraw;
......@@ -1775,10 +1775,7 @@ extern void stateblock_savedstates_set(
SAVEDSTATES* states,
BOOL value);
extern void stateblock_savedstates_copy(
IWineD3DStateBlock* iface,
SAVEDSTATES* dest,
SAVEDSTATES* source);
extern void stateblock_savedstates_copy(IWineD3DStateBlock *iface, SAVEDSTATES *dest, const SAVEDSTATES *source);
extern void stateblock_copy(
IWineD3DStateBlock* destination,
......@@ -1867,7 +1864,7 @@ typedef struct IWineD3DSwapChainImpl
extern const IWineD3DSwapChainVtbl IWineD3DSwapChain_Vtbl;
const IWineD3DSwapChainVtbl IWineGDISwapChain_Vtbl;
void x11_copy_to_screen(IWineD3DSwapChainImpl *This, LPRECT rc);
void x11_copy_to_screen(IWineD3DSwapChainImpl *This, const RECT *rc);
HRESULT WINAPI IWineD3DBaseSwapChainImpl_QueryInterface(IWineD3DSwapChain *iface, REFIID riid, LPVOID *ppobj);
ULONG WINAPI IWineD3DBaseSwapChainImpl_AddRef(IWineD3DSwapChain *iface);
......@@ -1984,7 +1981,7 @@ unsigned int count_bits(unsigned int mask);
extern BOOL WINAPI IWineD3DBaseTextureImpl_SetDirty(IWineD3DBaseTexture *iface, BOOL);
extern BOOL WINAPI IWineD3DBaseTextureImpl_GetDirty(IWineD3DBaseTexture *iface);
extern BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo);
extern const BYTE *IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo);
extern HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface);
extern HRESULT WINAPI IWineD3DBaseTextureImpl_BindTexture(IWineD3DBaseTexture *iface);
extern void WINAPI IWineD3DBaseTextureImpl_ApplyStateChanges(IWineD3DBaseTexture *iface, const DWORD textureStates[WINED3D_HIGHEST_TEXTURE_STATE + 1], const DWORD samplerStates[WINED3D_HIGHEST_SAMPLER_STATE + 1]);
......@@ -2386,7 +2383,7 @@ typedef struct IWineD3DPixelShaderImpl {
extern const SHADER_OPCODE IWineD3DPixelShaderImpl_shader_ins[];
extern const IWineD3DPixelShaderVtbl IWineD3DPixelShader_Vtbl;
GLuint find_gl_pshader(IWineD3DPixelShaderImpl *shader, struct ps_compile_args *args);
GLuint find_gl_pshader(IWineD3DPixelShaderImpl *shader, const struct ps_compile_args *args);
void find_ps_compile_args(IWineD3DPixelShaderImpl *shader, IWineD3DStateBlockImpl *stateblock, struct ps_compile_args *args);
/* sRGB correction constants */
......
......@@ -3374,12 +3374,12 @@ interface IWineD3DDevice : IWineD3DBase
HRESULT DrawPrimitiveStrided(
[in] WINED3DPRIMITIVETYPE primitive_type,
[in] UINT primitive_count,
[in] WineDirect3DVertexStridedData *strided_data
[in] const WineDirect3DVertexStridedData *strided_data
);
HRESULT DrawIndexedPrimitiveStrided(
[in] WINED3DPRIMITIVETYPE primitive_type,
[in] UINT primitive_count,
[in] WineDirect3DVertexStridedData *strided_data,
[in] const WineDirect3DVertexStridedData *strided_data,
[in] UINT vertex_count,
[in] const void *index_data,
[in] WINED3DFORMAT index_data_format
......
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment