Henri Verbeet : wined3d: Make the shader parameter to shader_generate_main( ) const.
Alexandre Julliard
julliard at winehq.org
Tue Jul 12 13:47:09 CDT 2011
Module: wine
Branch: master
Commit: d67d7ebbcb3f67838e06da5fa5c97f1880f54b3d
URL: http://source.winehq.org/git/wine.git/?a=commit;h=d67d7ebbcb3f67838e06da5fa5c97f1880f54b3d
Author: Henri Verbeet <hverbeet at codeweavers.com>
Date: Mon Jul 11 22:04:33 2011 +0200
wined3d: Make the shader parameter to shader_generate_main() const.
---
dlls/wined3d/shader.c | 2 +-
dlls/wined3d/wined3d_private.h | 4 ++--
2 files changed, 3 insertions(+), 3 deletions(-)
diff --git a/dlls/wined3d/shader.c b/dlls/wined3d/shader.c
index d0d8d08..bf9cb23 100644
--- a/dlls/wined3d/shader.c
+++ b/dlls/wined3d/shader.c
@@ -1164,7 +1164,7 @@ void shader_dump_src_param(const struct wined3d_shader_src_param *param,
/* Shared code in order to generate the bulk of the shader string.
* NOTE: A description of how to parse tokens can be found on MSDN. */
-void shader_generate_main(struct wined3d_shader *shader, struct wined3d_shader_buffer *buffer,
+void shader_generate_main(const struct wined3d_shader *shader, struct wined3d_shader_buffer *buffer,
const struct wined3d_shader_reg_maps *reg_maps, const DWORD *byte_code, void *backend_ctx)
{
struct wined3d_device *device = shader->device;
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index b959543..682c21b 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -2633,8 +2633,8 @@ void shader_dump_dst_param(const struct wined3d_shader_dst_param *param,
const struct wined3d_shader_version *shader_version) DECLSPEC_HIDDEN;
unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_maps *reg_maps,
unsigned int max) DECLSPEC_HIDDEN;
-void shader_generate_main(struct wined3d_shader *shader, struct wined3d_shader_buffer *buffer,
- const struct wined3d_shader_reg_maps *reg_maps, const DWORD *pFunction, void *backend_ctx) DECLSPEC_HIDDEN;
+void shader_generate_main(const struct wined3d_shader *shader, struct wined3d_shader_buffer *buffer,
+ const struct wined3d_shader_reg_maps *reg_maps, const DWORD *byte_code, void *backend_ctx) DECLSPEC_HIDDEN;
BOOL shader_match_semantic(const char *semantic_name, WINED3DDECLUSAGE usage) DECLSPEC_HIDDEN;
static inline BOOL shader_is_pshader_version(enum wined3d_shader_type type)
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