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wined3d: Make the lpData member of WineDirect3DStridedData const.
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657a016ac5
commit
21b8535902
@ -142,7 +142,7 @@ void primitiveDeclarationConvertToStridedData(
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/* We need to deal with frequency data!*/
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BYTE *data = NULL;
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const BYTE *data = NULL;
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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IWineD3DVertexDeclarationImpl* vertexDeclaration = (IWineD3DVertexDeclarationImpl *)This->stateBlock->vertexDecl;
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unsigned int i;
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@ -299,8 +299,8 @@ static void drawStridedSlow(IWineD3DDevice *iface, WineDirect3DVertexStridedData
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long SkipnStrides = startVertex + This->stateBlock->loadBaseVertexIndex;
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BOOL pixelShader = use_ps(This);
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BYTE *texCoords[WINED3DDP_MAXTEXCOORD];
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BYTE *diffuse = NULL, *specular = NULL, *normal = NULL, *position = NULL;
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const BYTE *texCoords[WINED3DDP_MAXTEXCOORD];
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const BYTE *diffuse = NULL, *specular = NULL, *normal = NULL, *position = NULL;
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TRACE("Using slow vertex array code\n");
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@ -409,7 +409,7 @@ static void drawStridedSlow(IWineD3DDevice *iface, WineDirect3DVertexStridedData
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if (This->stateBlock->textures[textureNo] != NULL || pixelShader) {
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int coordIdx = This->stateBlock->textureState[textureNo][WINED3DTSS_TEXCOORDINDEX];
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int texture_idx = This->texUnitMap[textureNo];
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void *ptrToCoords;
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const void *ptrToCoords;
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if (coordIdx > 7) {
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VTRACE(("tex: %d - Skip tex coords, as being system generated\n", textureNo));
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@ -441,11 +441,11 @@ static void drawStridedSlow(IWineD3DDevice *iface, WineDirect3DVertexStridedData
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/* Diffuse -------------------------------- */
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if (diffuse) {
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DWORD *ptrToCoords = (DWORD *)(diffuse + (SkipnStrides * sd->u.s.diffuse.dwStride));
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const void *ptrToCoords = diffuse + SkipnStrides * sd->u.s.diffuse.dwStride;
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diffuse_funcs[sd->u.s.diffuse.dwType]((void *) ptrToCoords);
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diffuse_funcs[sd->u.s.diffuse.dwType](ptrToCoords);
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if(This->activeContext->num_untracked_materials) {
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DWORD diffuseColor = ptrToCoords[0];
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DWORD diffuseColor = ((const DWORD *)ptrToCoords)[0];
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unsigned char i;
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float color[4];
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@ -462,14 +462,14 @@ static void drawStridedSlow(IWineD3DDevice *iface, WineDirect3DVertexStridedData
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/* Specular ------------------------------- */
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if (specular) {
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DWORD *ptrToCoords = (DWORD *)(specular + (SkipnStrides * sd->u.s.specular.dwStride));
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const void *ptrToCoords = specular + SkipnStrides * sd->u.s.specular.dwStride;
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/* special case where the fog density is stored in the specular alpha channel */
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if(This->stateBlock->renderState[WINED3DRS_FOGENABLE] &&
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(This->stateBlock->renderState[WINED3DRS_FOGVERTEXMODE] == WINED3DFOG_NONE || sd->u.s.position.dwType == WINED3DDECLTYPE_FLOAT4 )&&
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This->stateBlock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
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if(GL_SUPPORT(EXT_FOG_COORD)) {
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DWORD specularColor = ptrToCoords[0];
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DWORD specularColor = ((const DWORD *)ptrToCoords)[0];
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GL_EXTCALL(glFogCoordfEXT(specularColor >> 24));
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} else {
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static BOOL warned = FALSE;
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@ -481,18 +481,18 @@ static void drawStridedSlow(IWineD3DDevice *iface, WineDirect3DVertexStridedData
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}
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}
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specular_funcs[sd->u.s.specular.dwType]((void *) ptrToCoords);
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specular_funcs[sd->u.s.specular.dwType](ptrToCoords);
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}
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/* Normal -------------------------------- */
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if (normal != NULL) {
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float *ptrToCoords = (float *)(normal + (SkipnStrides * sd->u.s.normal.dwStride));
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const void *ptrToCoords = normal + SkipnStrides * sd->u.s.normal.dwStride;
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normal_funcs[sd->u.s.normal.dwType](ptrToCoords);
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}
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/* Position -------------------------------- */
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if (position) {
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float *ptrToCoords = (float *)(position + (SkipnStrides * sd->u.s.position.dwStride));
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const void *ptrToCoords = position + SkipnStrides * sd->u.s.position.dwStride;
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position_funcs[sd->u.s.position.dwType](ptrToCoords);
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}
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@ -606,7 +606,7 @@ static void drawStridedSlowVs(IWineD3DDevice *iface, WineDirect3DVertexStridedDa
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ULONG vx_index;
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int i;
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IWineD3DStateBlockImpl *stateblock = This->stateBlock;
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BYTE *ptr;
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const BYTE *ptr;
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if (idxSize != 0) {
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/* Immediate mode drawing can't make use of indices in a vbo - get the data from the index buffer.
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@ -704,7 +704,7 @@ static inline void drawStridedInstanced(IWineD3DDevice *iface, WineDirect3DVerte
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for(i = 0; i < numInstances; i++) {
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/* Specify the instanced attributes using immediate mode calls */
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for(j = 0; j < numInstancedAttribs; j++) {
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BYTE *ptr = sd->u.input[instancedData[j]].lpData +
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const BYTE *ptr = sd->u.input[instancedData[j]].lpData +
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sd->u.input[instancedData[j]].dwStride * i +
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stateblock->streamOffset[sd->u.input[instancedData[j]].streamNo];
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if(sd->u.input[instancedData[j]].VBO) {
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@ -1005,7 +1005,7 @@ HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This,
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unsigned int i, j, num_quads, out_vertex_size, buffer_size, d3d_out_vertex_size;
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float max_x = 0.0, max_y = 0.0, max_z = 0.0, neg_z = 0.0;
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WineDirect3DVertexStridedData strided;
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BYTE *data;
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const BYTE *data;
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WINED3DRECTPATCH_INFO *info = &patch->RectPatchInfo;
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DWORD vtxStride;
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GLenum feedback_type;
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@ -1048,7 +1048,7 @@ HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This,
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/* First, get the boundary cube of the input data */
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for(j = 0; j < info->Height; j++) {
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for(i = 0; i < info->Width; i++) {
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float *v = (float *) (data + vtxStride * i + vtxStride * info->Stride * j);
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const float *v = (const float *)(data + vtxStride * i + vtxStride * info->Stride * j);
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if(fabs(v[0]) > max_x) max_x = fabs(v[0]);
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if(fabs(v[1]) > max_y) max_y = fabs(v[1]);
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if(fabs(v[2]) > max_z) max_z = fabs(v[2]);
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@ -1172,13 +1172,13 @@ HRESULT tesselate_rectpatch(IWineD3DDeviceImpl *This,
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glMap2f(GL_MAP2_VERTEX_3,
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0, 1, vtxStride / sizeof(float), info->Width,
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0, 1, info->Stride * vtxStride / sizeof(float), info->Height,
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(float *) data);
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(const GLfloat *)data);
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checkGLcall("glMap2f");
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if(patch->has_texcoords) {
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glMap2f(GL_MAP2_TEXTURE_COORD_4,
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0, 1, vtxStride / sizeof(float), info->Width,
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0, 1, info->Stride * vtxStride / sizeof(float), info->Height,
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(float *) data);
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(const GLfloat *)data);
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checkGLcall("glMap2f");
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}
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glMapGrid2f(ceilf(patch->numSegs[0]), 0.0, 1.0, ceilf(patch->numSegs[1]), 0.0, 1.0);
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@ -3999,7 +3999,7 @@ static inline void loadNumberedArrays(IWineD3DStateBlockImpl *stateblock, WineDi
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/* Stride = 0 means always the same values. glVertexAttribPointerARB doesn't do that. Instead disable the pointer and
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* set up the attribute statically. But we have to figure out the system memory address.
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*/
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BYTE *ptr = strided->u.input[i].lpData + offset[strided->u.input[i].streamNo];
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const BYTE *ptr = strided->u.input[i].lpData + offset[strided->u.input[i].streamNo];
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if(strided->u.input[i].VBO) {
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vb = (IWineD3DVertexBufferImpl *) stateblock->streamSource[strided->u.input[i].streamNo];
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ptr += (long) vb->resource.allocatedMemory;
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@ -4008,16 +4008,16 @@ static inline void loadNumberedArrays(IWineD3DStateBlockImpl *stateblock, WineDi
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switch(strided->u.input[i].dwType) {
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case WINED3DDECLTYPE_FLOAT1:
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GL_EXTCALL(glVertexAttrib1fvARB(i, (float *) ptr));
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GL_EXTCALL(glVertexAttrib1fvARB(i, (const GLfloat *)ptr));
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break;
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case WINED3DDECLTYPE_FLOAT2:
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GL_EXTCALL(glVertexAttrib2fvARB(i, (float *) ptr));
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GL_EXTCALL(glVertexAttrib2fvARB(i, (const GLfloat *)ptr));
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break;
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case WINED3DDECLTYPE_FLOAT3:
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GL_EXTCALL(glVertexAttrib3fvARB(i, (float *) ptr));
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GL_EXTCALL(glVertexAttrib3fvARB(i, (const GLfloat *)ptr));
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break;
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case WINED3DDECLTYPE_FLOAT4:
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GL_EXTCALL(glVertexAttrib4fvARB(i, (float *) ptr));
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GL_EXTCALL(glVertexAttrib4fvARB(i, (const GLfloat *)ptr));
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break;
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case WINED3DDECLTYPE_UBYTE4:
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@ -4029,38 +4029,38 @@ static inline void loadNumberedArrays(IWineD3DStateBlockImpl *stateblock, WineDi
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break;
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case WINED3DDECLTYPE_SHORT2:
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GL_EXTCALL(glVertexAttrib4svARB(i, (GLshort *) ptr));
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GL_EXTCALL(glVertexAttrib4svARB(i, (const GLshort *)ptr));
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break;
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case WINED3DDECLTYPE_SHORT4:
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GL_EXTCALL(glVertexAttrib4svARB(i, (GLshort *) ptr));
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GL_EXTCALL(glVertexAttrib4svARB(i, (const GLshort *)ptr));
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break;
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case WINED3DDECLTYPE_SHORT2N:
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{
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GLshort s[4] = {((short *) ptr)[0], ((short *) ptr)[1], 0, 1};
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GLshort s[4] = {((const GLshort *)ptr)[0], ((const GLshort *)ptr)[1], 0, 1};
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GL_EXTCALL(glVertexAttrib4NsvARB(i, s));
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break;
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}
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case WINED3DDECLTYPE_USHORT2N:
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{
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GLushort s[4] = {((unsigned short *) ptr)[0], ((unsigned short *) ptr)[1], 0, 1};
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GLushort s[4] = {((const GLushort *)ptr)[0], ((const GLushort *)ptr)[1], 0, 1};
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GL_EXTCALL(glVertexAttrib4NusvARB(i, s));
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break;
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}
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case WINED3DDECLTYPE_SHORT4N:
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GL_EXTCALL(glVertexAttrib4NsvARB(i, (GLshort *) ptr));
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GL_EXTCALL(glVertexAttrib4NsvARB(i, (const GLshort *)ptr));
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break;
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case WINED3DDECLTYPE_USHORT4N:
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GL_EXTCALL(glVertexAttrib4NusvARB(i, (GLushort *) ptr));
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GL_EXTCALL(glVertexAttrib4NusvARB(i, (const GLushort *)ptr));
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break;
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case WINED3DDECLTYPE_UDEC3:
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FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
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/*glVertexAttrib3usvARB(i, (GLushort *) ptr); Does not exist */
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/*glVertexAttrib3usvARB(i, (const GLushort *)ptr); Does not exist */
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break;
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case WINED3DDECLTYPE_DEC3N:
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FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
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/*glVertexAttrib3NusvARB(i, (GLushort *) ptr); Does not exist */
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/*glVertexAttrib3NusvARB(i, (const GLushort *)ptr); Does not exist */
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break;
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case WINED3DDECLTYPE_FLOAT16_2:
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@ -1850,11 +1850,11 @@ typedef struct glDescriptor
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typedef struct WineDirect3DStridedData
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{
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BYTE *lpData; /* Pointer to start of data */
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DWORD dwStride; /* Stride between occurrences of this data */
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DWORD dwType; /* Type (as in D3DVSDT_TYPE) */
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int VBO; /* Vertex buffer object this data is in */
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UINT streamNo; /* D3D stream number */
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const BYTE *lpData; /* Pointer to start of data */
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DWORD dwStride; /* Stride between occurrences of this data */
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DWORD dwType; /* Type (as in D3DVSDT_TYPE) */
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int VBO; /* Vertex buffer object this data is in */
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UINT streamNo; /* D3D stream number */
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} WineDirect3DStridedData;
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typedef struct WineDirect3DVertexStridedData
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