Module: wine Branch: master Commit: 6f98f19703bcfcf9969043805a8dd9bd7d1682f3 URL: http://source.winehq.org/git/wine.git/?a=commit;h=6f98f19703bcfcf9969043805a...
Author: Henri Verbeet hverbeet@codeweavers.com Date: Fri Nov 28 15:30:12 2008 +0100
wined3d: Const correctness fixes for drawprim.c.
---
dlls/wined3d/drawprim.c | 47 +++++++++++++++++++++++------------------------ 1 files changed, 23 insertions(+), 24 deletions(-)
diff --git a/dlls/wined3d/drawprim.c b/dlls/wined3d/drawprim.c index 35e5390..0b4fc71 100644 --- a/dlls/wined3d/drawprim.c +++ b/dlls/wined3d/drawprim.c @@ -146,10 +146,10 @@ void primitiveDeclarationConvertToStridedData( IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; IWineD3DVertexDeclarationImpl* vertexDeclaration = (IWineD3DVertexDeclarationImpl *)This->stateBlock->vertexDecl; unsigned int i; - WINED3DVERTEXELEMENT *element; + const WINED3DVERTEXELEMENT *element; DWORD stride; DWORD numPreloadStreams = This->stateBlock->streamIsUP ? 0 : vertexDeclaration->num_streams; - DWORD *streams = vertexDeclaration->streams; + const DWORD *streams = vertexDeclaration->streams;
/* Check for transformed vertices, disable vertex shader if present */ strided->u.s.position_transformed = vertexDeclaration->position_transformed; @@ -286,16 +286,15 @@ static void drawStridedFast(IWineD3DDevice *iface,UINT numberOfVertices, GLenum * Slower GL version which extracts info about each vertex in turn */
-static void drawStridedSlow(IWineD3DDevice *iface, WineDirect3DVertexStridedData *sd, - UINT NumVertexes, GLenum glPrimType, - const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx, ULONG startVertex) { - +static void drawStridedSlow(IWineD3DDevice *iface, const WineDirect3DVertexStridedData *sd, UINT NumVertexes, + GLenum glPrimType, const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx, ULONG startVertex) +{ unsigned int textureNo = 0; const WORD *pIdxBufS = NULL; const DWORD *pIdxBufL = NULL; ULONG vx_index; IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; - UINT *streamOffset = This->stateBlock->streamOffset; + const UINT *streamOffset = This->stateBlock->streamOffset; long SkipnStrides = startVertex + This->stateBlock->loadBaseVertexIndex; BOOL pixelShader = use_ps(This);
@@ -595,10 +594,9 @@ static inline void send_attribute(IWineD3DDeviceImpl *This, const DWORD type, co } }
-static void drawStridedSlowVs(IWineD3DDevice *iface, WineDirect3DVertexStridedData *sd, UINT numberOfVertices, - GLenum glPrimitiveType, const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx, - ULONG startVertex) { - +static void drawStridedSlowVs(IWineD3DDevice *iface, const WineDirect3DVertexStridedData *sd, UINT numberOfVertices, + GLenum glPrimitiveType, const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx, ULONG startVertex) +{ IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface; long SkipnStrides = startVertex + This->stateBlock->loadBaseVertexIndex; const WORD *pIdxBufS = NULL; @@ -656,9 +654,10 @@ static void drawStridedSlowVs(IWineD3DDevice *iface, WineDirect3DVertexStridedDa glEnd(); }
-static inline void drawStridedInstanced(IWineD3DDevice *iface, WineDirect3DVertexStridedData *sd, UINT numberOfVertices, - GLenum glPrimitiveType, const void *idxData, short idxSize, ULONG minIndex, - ULONG startIdx, ULONG startVertex) { +static inline void drawStridedInstanced(IWineD3DDevice *iface, const WineDirect3DVertexStridedData *sd, + UINT numberOfVertices, GLenum glPrimitiveType, const void *idxData, short idxSize, ULONG minIndex, + ULONG startIdx, ULONG startVertex) +{ UINT numInstances = 0, i; int numInstancedAttribs = 0, j; UINT instancedData[sizeof(sd->u.input) / sizeof(sd->u.input[0]) /* 16 */]; @@ -854,7 +853,7 @@ void drawPrimitive(IWineD3DDevice *iface, { GLenum glPrimType; BOOL emulation = FALSE; - WineDirect3DVertexStridedData *strided = &This->strided_streams; + const WineDirect3DVertexStridedData *strided = &This->strided_streams; WineDirect3DVertexStridedData stridedlcl; /* Ok, Work out which primitive is requested and how many vertexes that will be */ @@ -1006,7 +1005,7 @@ HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, float max_x = 0.0, max_y = 0.0, max_z = 0.0, neg_z = 0.0; WineDirect3DVertexStridedData strided; const BYTE *data; - WINED3DRECTPATCH_INFO *info = &patch->RectPatchInfo; + const WINED3DRECTPATCH_INFO *info = &patch->RectPatchInfo; DWORD vtxStride; GLenum feedback_type; GLfloat *feedbuffer; @@ -1085,11 +1084,11 @@ HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This, checkGLcall("glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)"); IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_FILLMODE)); if(patch->has_normals) { - float black[4] = {0, 0, 0, 0}; - float red[4] = {1, 0, 0, 0}; - float green[4] = {0, 1, 0, 0}; - float blue[4] = {0, 0, 1, 0}; - float white[4] = {1, 1, 1, 1}; + const GLfloat black[4] = {0, 0, 0, 0}; + const GLfloat red[4] = {1, 0, 0, 0}; + const GLfloat green[4] = {0, 1, 0, 0}; + const GLfloat blue[4] = {0, 0, 1, 0}; + const GLfloat white[4] = {1, 1, 1, 1}; glEnable(GL_LIGHTING); checkGLcall("glEnable(GL_LIGHTING)"); glLightModelfv(GL_LIGHT_MODEL_AMBIENT, black); @@ -1256,9 +1255,9 @@ HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This,
if(patch->has_normals) { /* Now do the same with reverse light directions */ - float x[4] = {-1, 0, 0, 0}; - float y[4] = { 0, -1, 0, 0}; - float z[4] = { 0, 0, -1, 0}; + const GLfloat x[4] = {-1, 0, 0, 0}; + const GLfloat y[4] = { 0, -1, 0, 0}; + const GLfloat z[4] = { 0, 0, -1, 0}; glLightfv(GL_LIGHT0, GL_POSITION, x); glLightfv(GL_LIGHT1, GL_POSITION, y); glLightfv(GL_LIGHT2, GL_POSITION, z);