Commit a8de1272 authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

wined3d: Make the context parameter to context_attach_depth_stencil_fbo() const.

parent 0bae611b
...@@ -112,7 +112,7 @@ static void context_destroy_fbo(struct wined3d_context *context, GLuint *fbo) ...@@ -112,7 +112,7 @@ static void context_destroy_fbo(struct wined3d_context *context, GLuint *fbo)
} }
/* GL locking is done by the caller */ /* GL locking is done by the caller */
void context_attach_depth_stencil_fbo(struct wined3d_context *context, void context_attach_depth_stencil_fbo(const struct wined3d_context *context,
GLenum fbo_target, struct wined3d_surface *depth_stencil, BOOL use_render_buffer) GLenum fbo_target, struct wined3d_surface *depth_stencil, BOOL use_render_buffer)
{ {
const struct wined3d_gl_info *gl_info = context->gl_info; const struct wined3d_gl_info *gl_info = context->gl_info;
......
...@@ -1224,7 +1224,7 @@ BOOL context_apply_clear_state(struct wined3d_context *context, struct wined3d_d ...@@ -1224,7 +1224,7 @@ BOOL context_apply_clear_state(struct wined3d_context *context, struct wined3d_d
BOOL context_apply_draw_state(struct wined3d_context *context, struct wined3d_device *device) DECLSPEC_HIDDEN; BOOL context_apply_draw_state(struct wined3d_context *context, struct wined3d_device *device) DECLSPEC_HIDDEN;
void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target, void context_apply_fbo_state_blit(struct wined3d_context *context, GLenum target,
struct wined3d_surface *render_target, struct wined3d_surface *depth_stencil, DWORD location) DECLSPEC_HIDDEN; struct wined3d_surface *render_target, struct wined3d_surface *depth_stencil, DWORD location) DECLSPEC_HIDDEN;
void context_attach_depth_stencil_fbo(struct wined3d_context *context, void context_attach_depth_stencil_fbo(const struct wined3d_context *context,
GLenum fbo_target, struct wined3d_surface *depth_stencil, BOOL use_render_buffer) DECLSPEC_HIDDEN; GLenum fbo_target, struct wined3d_surface *depth_stencil, BOOL use_render_buffer) DECLSPEC_HIDDEN;
void context_bind_fbo(struct wined3d_context *context, GLenum target, GLuint *fbo) DECLSPEC_HIDDEN; void context_bind_fbo(struct wined3d_context *context, GLenum target, GLuint *fbo) DECLSPEC_HIDDEN;
void context_check_fbo_status(struct wined3d_context *context, GLenum target) DECLSPEC_HIDDEN; void context_check_fbo_status(struct wined3d_context *context, GLenum target) DECLSPEC_HIDDEN;
......
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