wined3d: Cast-qual warnings fix (3 of 3)

Andrew Talbot Andrew.Talbot at talbotville.com
Fri Nov 24 08:15:16 CST 2006


Changelog:
    wined3d: Cast-qual warnings fix.

diff -urN a/dlls/wined3d/pixelshader.c b/dlls/wined3d/pixelshader.c
--- a/dlls/wined3d/pixelshader.c	2006-10-20 18:08:05.000000000 +0100
+++ b/dlls/wined3d/pixelshader.c	2006-11-24 13:10:29.000000000 +0000
@@ -938,9 +938,12 @@
 
     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 -urN a/dlls/wined3d/vertexshader.c b/dlls/wined3d/vertexshader.c
--- a/dlls/wined3d/vertexshader.c	2006-11-07 17:36:36.000000000 +0000
+++ b/dlls/wined3d/vertexshader.c	2006-11-24 13:17:28.000000000 +0000
@@ -1214,9 +1214,12 @@
 
     /* 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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