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wined3d: Make the device parameter to wined3d_device_get_vs_consts_f() const.
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@ -2817,7 +2817,7 @@ HRESULT CDECL wined3d_device_set_vs_consts_f(struct wined3d_device *device,
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return WINED3D_OK;
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}
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HRESULT CDECL wined3d_device_get_vs_consts_f(struct wined3d_device *device,
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HRESULT CDECL wined3d_device_get_vs_consts_f(const struct wined3d_device *device,
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UINT start_register, float *constants, UINT vector4f_count)
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{
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int count = min(vector4f_count, device->d3d_vshader_constantF - start_register);
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@ -2268,7 +2268,7 @@ struct wined3d_shader * __cdecl wined3d_device_get_vertex_shader(const struct wi
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HRESULT __cdecl wined3d_device_get_viewport(const struct wined3d_device *device, WINED3DVIEWPORT *viewport);
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HRESULT __cdecl wined3d_device_get_vs_consts_b(const struct wined3d_device *device,
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UINT start_register, BOOL *constants, UINT bool_count);
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HRESULT __cdecl wined3d_device_get_vs_consts_f(struct wined3d_device *device,
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HRESULT __cdecl wined3d_device_get_vs_consts_f(const struct wined3d_device *device,
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UINT start_register, float *constants, UINT vector4f_count);
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HRESULT __cdecl wined3d_device_get_vs_consts_i(const struct wined3d_device *device,
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UINT start_register, int *constants, UINT vector4i_count);
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