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wined3d: Make the device parameter to wined3d_device_get_available_texture_mem() const.
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@ -1696,7 +1696,7 @@ HRESULT CDECL wined3d_device_get_wined3d(const struct wined3d_device *device, st
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return WINED3D_OK;
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return WINED3D_OK;
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}
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}
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UINT CDECL wined3d_device_get_available_texture_mem(struct wined3d_device *device)
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UINT CDECL wined3d_device_get_available_texture_mem(const struct wined3d_device *device)
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{
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{
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TRACE("device %p.\n", device);
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TRACE("device %p.\n", device);
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@ -2205,7 +2205,7 @@ HRESULT __cdecl wined3d_device_draw_tri_patch(struct wined3d_device *device, UIN
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HRESULT __cdecl wined3d_device_end_scene(struct wined3d_device *device);
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HRESULT __cdecl wined3d_device_end_scene(struct wined3d_device *device);
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HRESULT __cdecl wined3d_device_end_stateblock(struct wined3d_device *device, struct wined3d_stateblock **stateblock);
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HRESULT __cdecl wined3d_device_end_stateblock(struct wined3d_device *device, struct wined3d_stateblock **stateblock);
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void __cdecl wined3d_device_evict_managed_resources(struct wined3d_device *device);
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void __cdecl wined3d_device_evict_managed_resources(struct wined3d_device *device);
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UINT __cdecl wined3d_device_get_available_texture_mem(struct wined3d_device *device);
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UINT __cdecl wined3d_device_get_available_texture_mem(const struct wined3d_device *device);
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HRESULT __cdecl wined3d_device_get_back_buffer(struct wined3d_device *device, UINT swapchain_idx,
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HRESULT __cdecl wined3d_device_get_back_buffer(struct wined3d_device *device, UINT swapchain_idx,
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UINT backbuffer_idx, WINED3DBACKBUFFER_TYPE backbuffer_type, struct wined3d_surface **backbuffer);
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UINT backbuffer_idx, WINED3DBACKBUFFER_TYPE backbuffer_type, struct wined3d_surface **backbuffer);
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INT __cdecl wined3d_device_get_base_vertex_index(struct wined3d_device *device);
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INT __cdecl wined3d_device_get_base_vertex_index(struct wined3d_device *device);
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