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wine
wine-winehq
Commits
f3a515ce
Commit
f3a515ce
authored
Nov 24, 2006
by
Andrew Talbot
Committed by
Alexandre Julliard
Nov 27, 2006
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Plain Diff
wined3d: Cast-qual warnings fix.
parent
5381dd2c
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Showing
3 changed files
with
5 additions
and
5 deletions
+5
-5
device.c
dlls/wined3d/device.c
+3
-3
utils.c
dlls/wined3d/utils.c
+1
-1
wined3d_private.h
dlls/wined3d/wined3d_private.h
+1
-1
No files found.
dlls/wined3d/device.c
View file @
f3a515ce
...
@@ -2574,7 +2574,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetTransform(IWineD3DDevice *iface, W
...
@@ -2574,7 +2574,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetTransform(IWineD3DDevice *iface, W
glMatrixMode
(
GL_MODELVIEW
);
glMatrixMode
(
GL_MODELVIEW
);
checkGLcall
(
"glMatrixMode(GL_MODELVIEW)"
);
checkGLcall
(
"glMatrixMode(GL_MODELVIEW)"
);
glPushMatrix
();
glPushMatrix
();
glLoadMatrixf
((
float
*
)
lpmatrix
);
glLoadMatrixf
((
const
float
*
)
lpmatrix
);
checkGLcall
(
"glLoadMatrixf(...)"
);
checkGLcall
(
"glLoadMatrixf(...)"
);
/* Reset lights */
/* Reset lights */
...
@@ -2629,7 +2629,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_MultiplyTransform(IWineD3DDevice *iface
...
@@ -2629,7 +2629,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_MultiplyTransform(IWineD3DDevice *iface
FIXME
(
"Unhandled transform state!!
\n
"
);
FIXME
(
"Unhandled transform state!!
\n
"
);
}
}
multiply_matrix
(
&
temp
,
mat
,
(
WINED3DMATRIX
*
)
pMatrix
);
multiply_matrix
(
&
temp
,
mat
,
(
const
WINED3DMATRIX
*
)
pMatrix
);
/* Apply change via set transform - will reapply to eg. lights this way */
/* Apply change via set transform - will reapply to eg. lights this way */
return
IWineD3DDeviceImpl_SetTransform
(
iface
,
State
,
&
temp
);
return
IWineD3DDeviceImpl_SetTransform
(
iface
,
State
,
&
temp
);
...
@@ -6720,7 +6720,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_UpdateSurface(IWineD3DDevice *iface,
...
@@ -6720,7 +6720,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_UpdateSurface(IWineD3DDevice *iface,
int
j
;
int
j
;
/* hopefully using pointer addtion will be quicker than using a point + j * rowoffset */
/* hopefully using pointer addtion will be quicker than using a point + j * rowoffset */
unsigned
char
*
data
=
((
unsigned
char
*
)
IWineD3DSurface_GetData
(
pSourceSurface
))
+
offset
;
const
unsigned
char
*
data
=
((
const
unsigned
char
*
)
IWineD3DSurface_GetData
(
pSourceSurface
))
+
offset
;
for
(
j
=
destTop
;
j
<
(
srcHeight
+
destTop
)
;
j
++
){
for
(
j
=
destTop
;
j
<
(
srcHeight
+
destTop
)
;
j
++
){
...
...
dlls/wined3d/utils.c
View file @
f3a515ce
...
@@ -2450,7 +2450,7 @@ WINED3DFORMAT pixelformat_for_depth(DWORD depth) {
...
@@ -2450,7 +2450,7 @@ WINED3DFORMAT pixelformat_for_depth(DWORD depth) {
}
}
}
}
void
multiply_matrix
(
WINED3DMATRIX
*
dest
,
WINED3DMATRIX
*
src1
,
WINED3DMATRIX
*
src2
)
{
void
multiply_matrix
(
WINED3DMATRIX
*
dest
,
const
WINED3DMATRIX
*
src1
,
const
WINED3DMATRIX
*
src2
)
{
WINED3DMATRIX
temp
;
WINED3DMATRIX
temp
;
/* Now do the multiplication 'by hand'.
/* Now do the multiplication 'by hand'.
...
...
dlls/wined3d/wined3d_private.h
View file @
f3a515ce
...
@@ -1272,7 +1272,7 @@ void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords)
...
@@ -1272,7 +1272,7 @@ void set_texture_matrix(const float *smat, DWORD flags, BOOL calculatedCoords)
int
D3DFmtMakeGlCfg
(
WINED3DFORMAT
BackBufferFormat
,
WINED3DFORMAT
StencilBufferFormat
,
int
*
attribs
,
int
*
nAttribs
,
BOOL
alternate
);
int
D3DFmtMakeGlCfg
(
WINED3DFORMAT
BackBufferFormat
,
WINED3DFORMAT
StencilBufferFormat
,
int
*
attribs
,
int
*
nAttribs
,
BOOL
alternate
);
/* Math utils */
/* Math utils */
void
multiply_matrix
(
WINED3DMATRIX
*
dest
,
WINED3DMATRIX
*
src1
,
WINED3DMATRIX
*
src2
);
void
multiply_matrix
(
WINED3DMATRIX
*
dest
,
const
WINED3DMATRIX
*
src1
,
const
WINED3DMATRIX
*
src2
);
/*****************************************************************************
/*****************************************************************************
* To enable calling of inherited functions, requires prototypes
* To enable calling of inherited functions, requires prototypes
...
...
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