Fix glShaderSource parameter constness

Change-Id: I1008d779a9d333dc8968812d22e387b804e3c570
This commit is contained in:
Jesse Hall
2013-02-15 14:19:35 -08:00
parent b3ac0f9565
commit a0579871af
5 changed files with 221 additions and 221 deletions

View File

@@ -486,7 +486,7 @@ void GL2Encoder::s_glDrawElements(void *self, GLenum mode, GLsizei count, GLenum
ctx->m_glBindBuffer_enc(self, GL_ELEMENT_ARRAY_BUFFER, 0);
indices = (void*)((GLintptr)buf->m_fixedBuffer.ptr() + (GLintptr)indices);
}
}
}
if (adjustIndices) {
void *adjustedIndices = (void*)indices;
int minIndex = 0, maxIndex = 0;
@@ -633,7 +633,7 @@ static bool replaceSamplerExternalWith2D(char* const str, ShaderData* const data
return true;
}
void GL2Encoder::s_glShaderSource(void *self, GLuint shader, GLsizei count, const GLchar **string, const GLint *length)
void GL2Encoder::s_glShaderSource(void *self, GLuint shader, GLsizei count, const GLchar *const *string, const GLint *length)
{
GL2Encoder* ctx = (GL2Encoder*)self;
ShaderData* shaderData = ctx->m_shared->getShaderData(shader);
@@ -686,7 +686,7 @@ void GL2Encoder::s_glLinkProgram(void * self, GLuint program)
GLchar *name = new GLchar[maxLength+1];
GLint location;
//for each active uniform, get its size and starting location.
for (GLint i=0 ; i<numUniforms ; ++i)
for (GLint i=0 ; i<numUniforms ; ++i)
{
ctx->glGetActiveUniform(self, program, i, maxLength, NULL, &size, &type, name);
location = ctx->m_glGetUniformLocation_enc(self, program, name);
@@ -784,7 +784,7 @@ int GL2Encoder::s_glGetUniformLocation(void *self, GLuint program, const GLchar
if (!brace || sscanf(brace+1,"%d",&arrIndex) != 1) {
return -1;
}
}
}