[PATCH 4/5] wined3d: Make the shader and ctx_priv parameters to shader_generate_glsl_declarations() const.
Henri Verbeet
hverbeet at codeweavers.com
Sun Jul 24 14:48:10 CDT 2011
---
dlls/wined3d/glsl_shader.c | 4 ++--
1 files changed, 2 insertions(+), 2 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 5694d4c..2fec8b9 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -918,8 +918,8 @@ static unsigned int vec4_varyings(DWORD shader_major, const struct wined3d_gl_in
/** Generate the variable & register declarations for the GLSL output target */
static void shader_generate_glsl_declarations(const struct wined3d_context *context,
- struct wined3d_shader_buffer *buffer, struct wined3d_shader *shader,
- const struct wined3d_shader_reg_maps *reg_maps, struct shader_glsl_ctx_priv *ctx_priv)
+ struct wined3d_shader_buffer *buffer, const struct wined3d_shader *shader,
+ const struct wined3d_shader_reg_maps *reg_maps, const struct shader_glsl_ctx_priv *ctx_priv)
{
const struct wined3d_state *state = &shader->device->stateBlock->state;
const struct ps_compile_args *ps_args = ctx_priv->cur_ps_args;
--
1.7.3.4
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