Andrew Talbot : wined3d: Cast-qual warnings fix.
Module: wine Branch: master Commit: 92dc74016ad282516e86e0c3f39e6b80384ee350 URL: http://source.winehq.org/git/wine.git/?a=commit;h=92dc74016ad282516e86e0c3f3... Author: Andrew Talbot <Andrew.Talbot(a)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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Alexandre Julliard