Andrew Talbot : wined3d: Cast-qual warnings fix.
Alexandre Julliard
julliard at wine.codeweavers.com
Mon Nov 27 07:09:44 CST 2006
Module: wine
Branch: master
Commit: 92dc74016ad282516e86e0c3f39e6b80384ee350
URL: http://source.winehq.org/git/wine.git/?a=commit;h=92dc74016ad282516e86e0c3f39e6b80384ee350
Author: Andrew Talbot <Andrew.Talbot at talbotville.com>
Date: Fri Nov 24 14:15:16 2006 +0000
wined3d: Cast-qual warnings fix.
---
dlls/wined3d/pixelshader.c | 9 ++++++---
dlls/wined3d/vertexshader.c | 9 ++++++---
2 files changed, 12 insertions(+), 6 deletions(-)
diff --git a/dlls/wined3d/pixelshader.c b/dlls/wined3d/pixelshader.c
index 7b19d63..862d56a 100644
--- a/dlls/wined3d/pixelshader.c
+++ b/dlls/wined3d/pixelshader.c
@@ -938,9 +938,12 @@ static HRESULT WINAPI IWineD3DPixelShade
TRACE("(%p) : Copying the function\n", This);
if (NULL != pFunction) {
- This->baseShader.function = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->baseShader.functionLength);
- if (!This->baseShader.function) return E_OUTOFMEMORY;
- memcpy((void *)This->baseShader.function, pFunction, This->baseShader.functionLength);
+ void *function;
+
+ function = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->baseShader.functionLength);
+ if (!function) return E_OUTOFMEMORY;
+ memcpy(function, pFunction, This->baseShader.functionLength);
+ This->baseShader.function = function;
} else {
This->baseShader.function = NULL;
}
diff --git a/dlls/wined3d/vertexshader.c b/dlls/wined3d/vertexshader.c
index 4dac214..f68a2fb 100644
--- a/dlls/wined3d/vertexshader.c
+++ b/dlls/wined3d/vertexshader.c
@@ -1214,9 +1214,12 @@ static HRESULT WINAPI IWineD3DVertexShad
/* copy the function ... because it will certainly be released by application */
if (NULL != pFunction) {
- This->baseShader.function = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->baseShader.functionLength);
- if (!This->baseShader.function) return E_OUTOFMEMORY;
- memcpy((void *)This->baseShader.function, pFunction, This->baseShader.functionLength);
+ void *function;
+
+ function = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->baseShader.functionLength);
+ if (!function) return E_OUTOFMEMORY;
+ memcpy(function, pFunction, This->baseShader.functionLength);
+ This->baseShader.function = function;
} else {
This->baseShader.function = NULL;
}
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