d3drm: Constify some variables

Andrew Talbot andrew.talbot at talbotville.com
Wed Jun 24 16:39:08 CDT 2009


I am presuming that d3drm is undocumented, so open to constification.

-- Andy.
---
Changelog:
    d3drm: Constify some variables.

diff --git a/dlls/d3drm/math.c b/dlls/d3drm/math.c
index d3156fc..65361d2 100644
--- a/dlls/d3drm/math.c
+++ b/dlls/d3drm/math.c
@@ -75,7 +75,7 @@ D3DVALUE WINAPI D3DRMColorGetRed(D3DCOLOR color)
 }
 
 /* Product of 2 quaternions */
-LPD3DRMQUATERNION WINAPI D3DRMQuaternionMultiply(LPD3DRMQUATERNION q, LPD3DRMQUATERNION a, LPD3DRMQUATERNION b)
+LPD3DRMQUATERNION WINAPI D3DRMQuaternionMultiply(LPD3DRMQUATERNION q, const D3DRMQUATERNION *a, const D3DRMQUATERNION *b)
 {
     D3DRMQUATERNION temp;
     D3DVECTOR cross_product;
@@ -91,7 +91,7 @@ LPD3DRMQUATERNION WINAPI D3DRMQuaternionMultiply(LPD3DRMQUATERNION q, LPD3DRMQUA
 }
 
 /* Matrix for the Rotation that a unit quaternion represents */
-void WINAPI D3DRMMatrixFromQuaternion(D3DRMMATRIX4D m, LPD3DRMQUATERNION q)
+void WINAPI D3DRMMatrixFromQuaternion(D3DRMMATRIX4D m, const D3DRMQUATERNION *q)
 {
     D3DVALUE w,x,y,z;
     w = q->s;
@@ -151,7 +151,7 @@ LPD3DRMQUATERNION WINAPI D3DRMQuaternionSlerp(LPD3DRMQUATERNION q, LPD3DRMQUATER
 }
 
 /* Add Two Vectors */
-LPD3DVECTOR WINAPI D3DRMVectorAdd(LPD3DVECTOR d, LPD3DVECTOR s1, LPD3DVECTOR s2)
+LPD3DVECTOR WINAPI D3DRMVectorAdd(LPD3DVECTOR d, const D3DVECTOR *s1, const D3DVECTOR *s2)
 {
     D3DVECTOR temp;
 
@@ -164,7 +164,7 @@ LPD3DVECTOR WINAPI D3DRMVectorAdd(LPD3DVECTOR d, LPD3DVECTOR s1, LPD3DVECTOR s2)
 }
 
 /* Subtract Two Vectors */
-LPD3DVECTOR WINAPI D3DRMVectorSubtract(LPD3DVECTOR d, LPD3DVECTOR s1, LPD3DVECTOR s2)
+LPD3DVECTOR WINAPI D3DRMVectorSubtract(LPD3DVECTOR d, const D3DVECTOR *s1, const D3DVECTOR *s2)
 {
     D3DVECTOR temp;
 
@@ -177,7 +177,7 @@ LPD3DVECTOR WINAPI D3DRMVectorSubtract(LPD3DVECTOR d, LPD3DVECTOR s1, LPD3DVECTO
 }
 
 /* Cross Product of Two Vectors */
-LPD3DVECTOR WINAPI D3DRMVectorCrossProduct(LPD3DVECTOR d, LPD3DVECTOR s1, LPD3DVECTOR s2)
+LPD3DVECTOR WINAPI D3DRMVectorCrossProduct(LPD3DVECTOR d, const D3DVECTOR *s1, const D3DVECTOR *s2)
 {
     D3DVECTOR temp;
 
@@ -190,7 +190,7 @@ LPD3DVECTOR WINAPI D3DRMVectorCrossProduct(LPD3DVECTOR d, LPD3DVECTOR s1, LPD3DV
 }
 
 /* Dot Product of Two vectors */
-D3DVALUE WINAPI D3DRMVectorDotProduct(LPD3DVECTOR s1, LPD3DVECTOR s2)
+D3DVALUE WINAPI D3DRMVectorDotProduct(const D3DVECTOR *s1, const D3DVECTOR *s2)
 {
     D3DVALUE dot_product;
     dot_product=s1->u1.x * s2->u1.x + s1->u2.y * s2->u2.y + s1->u3.z * s2->u3.z;
@@ -198,7 +198,7 @@ D3DVALUE WINAPI D3DRMVectorDotProduct(LPD3DVECTOR s1, LPD3DVECTOR s2)
 }
 
 /* Norm of a vector */
-D3DVALUE WINAPI D3DRMVectorModulus(LPD3DVECTOR v)
+D3DVALUE WINAPI D3DRMVectorModulus(const D3DVECTOR *v)
 {
     D3DVALUE result;
     result=sqrt(v->u1.x * v->u1.x + v->u2.y * v->u2.y + v->u3.z * v->u3.z);
@@ -233,7 +233,7 @@ LPD3DVECTOR WINAPI D3DRMVectorRandom(LPD3DVECTOR d)
 }
 
 /* Reflection of a vector on a surface */
-LPD3DVECTOR WINAPI D3DRMVectorReflect(LPD3DVECTOR r, LPD3DVECTOR ray, LPD3DVECTOR norm)
+LPD3DVECTOR WINAPI D3DRMVectorReflect(LPD3DVECTOR r, const D3DVECTOR *ray, const D3DVECTOR *norm)
 {
     D3DVECTOR sca, temp;
     D3DRMVectorSubtract(&temp, D3DRMVectorScale(&sca, norm, 2.0*D3DRMVectorDotProduct(ray,norm)), ray);
@@ -243,7 +243,7 @@ LPD3DVECTOR WINAPI D3DRMVectorReflect(LPD3DVECTOR r, LPD3DVECTOR ray, LPD3DVECTO
 }
 
 /* Rotation of a vector */
-LPD3DVECTOR WINAPI D3DRMVectorRotate(LPD3DVECTOR r, LPD3DVECTOR v, LPD3DVECTOR axis, D3DVALUE theta)
+LPD3DVECTOR WINAPI D3DRMVectorRotate(LPD3DVECTOR r, const D3DVECTOR *v, LPD3DVECTOR axis, D3DVALUE theta)
 {
     D3DRMQUATERNION quaternion1, quaternion2, quaternion3;
     D3DVECTOR norm;
@@ -263,7 +263,7 @@ LPD3DVECTOR WINAPI D3DRMVectorRotate(LPD3DVECTOR r, LPD3DVECTOR v, LPD3DVECTOR a
 }
 
 /* Scale a vector */
-LPD3DVECTOR WINAPI D3DRMVectorScale(LPD3DVECTOR d, LPD3DVECTOR s, D3DVALUE factor)
+LPD3DVECTOR WINAPI D3DRMVectorScale(LPD3DVECTOR d, const D3DVECTOR *s, D3DVALUE factor)
 {
     D3DVECTOR temp;
 
diff --git a/include/d3drmdef.h b/include/d3drmdef.h
index 6f769f4..97288d8 100644
--- a/include/d3drmdef.h
+++ b/include/d3drmdef.h
@@ -34,25 +34,25 @@ typedef struct _D3DRMQUATERNION
     D3DVECTOR v;
 } D3DRMQUATERNION, *LPD3DRMQUATERNION;
 
-void WINAPI D3DRMMatrixFromQuaternion(D3DRMMATRIX4D, LPD3DRMQUATERNION);
+void WINAPI D3DRMMatrixFromQuaternion(D3DRMMATRIX4D, const D3DRMQUATERNION *);
 
 LPD3DRMQUATERNION WINAPI D3DRMQuaternionFromRotation(LPD3DRMQUATERNION ,LPD3DVECTOR,D3DVALUE);
-LPD3DRMQUATERNION WINAPI D3DRMQuaternionMultiply(LPD3DRMQUATERNION, LPD3DRMQUATERNION, LPD3DRMQUATERNION);
+LPD3DRMQUATERNION WINAPI D3DRMQuaternionMultiply(LPD3DRMQUATERNION, const D3DRMQUATERNION *, const D3DRMQUATERNION *);
 LPD3DRMQUATERNION WINAPI D3DRMQuaternionSlerp(LPD3DRMQUATERNION, LPD3DRMQUATERNION, LPD3DRMQUATERNION, D3DVALUE);
 
-LPD3DVECTOR WINAPI D3DRMVectorAdd(LPD3DVECTOR, LPD3DVECTOR, LPD3DVECTOR);
-LPD3DVECTOR WINAPI D3DRMVectorCrossProduct(LPD3DVECTOR, LPD3DVECTOR, LPD3DVECTOR);
-D3DVALUE WINAPI D3DRMVectorDotProduct(LPD3DVECTOR, LPD3DVECTOR);
+LPD3DVECTOR WINAPI D3DRMVectorAdd(LPD3DVECTOR, const D3DVECTOR *, const D3DVECTOR *);
+LPD3DVECTOR WINAPI D3DRMVectorCrossProduct(LPD3DVECTOR, const D3DVECTOR *, const D3DVECTOR *);
+D3DVALUE WINAPI D3DRMVectorDotProduct(const D3DVECTOR *, const D3DVECTOR *);
 LPD3DVECTOR WINAPI D3DRMVectorNormalize(LPD3DVECTOR);
 
 #define D3DRMVectorNormalise D3DRMVectorNormalize
 
-D3DVALUE WINAPI D3DRMVectorModulus(LPD3DVECTOR);
+D3DVALUE WINAPI D3DRMVectorModulus(const D3DVECTOR *);
 LPD3DVECTOR WINAPI D3DRMVectorRandom(LPD3DVECTOR);
-LPD3DVECTOR WINAPI D3DRMVectorRotate(LPD3DVECTOR, LPD3DVECTOR, LPD3DVECTOR, D3DVALUE);
-LPD3DVECTOR WINAPI D3DRMVectorReflect(LPD3DVECTOR, LPD3DVECTOR, LPD3DVECTOR);
-LPD3DVECTOR WINAPI D3DRMVectorScale(LPD3DVECTOR, LPD3DVECTOR, D3DVALUE);
-LPD3DVECTOR WINAPI D3DRMVectorSubtract(LPD3DVECTOR, LPD3DVECTOR, LPD3DVECTOR);
+LPD3DVECTOR WINAPI D3DRMVectorRotate(LPD3DVECTOR, const D3DVECTOR *, LPD3DVECTOR, D3DVALUE);
+LPD3DVECTOR WINAPI D3DRMVectorReflect(LPD3DVECTOR, const D3DVECTOR *, const D3DVECTOR *);
+LPD3DVECTOR WINAPI D3DRMVectorScale(LPD3DVECTOR, const D3DVECTOR *, D3DVALUE);
+LPD3DVECTOR WINAPI D3DRMVectorSubtract(LPD3DVECTOR, const D3DVECTOR *, const D3DVECTOR *);
 
 D3DCOLOR WINAPI D3DRMCreateColorRGB(D3DVALUE, D3DVALUE, D3DVALUE);
 D3DCOLOR WINAPI D3DRMCreateColorRGBA(D3DVALUE, D3DVALUE, D3DVALUE, D3DVALUE);



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