Fix glShaderSource parameter constness
Change-Id: I1008d779a9d333dc8968812d22e387b804e3c570
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@@ -486,7 +486,7 @@ void GL2Encoder::s_glDrawElements(void *self, GLenum mode, GLsizei count, GLenum
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ctx->m_glBindBuffer_enc(self, GL_ELEMENT_ARRAY_BUFFER, 0);
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indices = (void*)((GLintptr)buf->m_fixedBuffer.ptr() + (GLintptr)indices);
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}
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}
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}
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if (adjustIndices) {
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void *adjustedIndices = (void*)indices;
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int minIndex = 0, maxIndex = 0;
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@@ -633,7 +633,7 @@ static bool replaceSamplerExternalWith2D(char* const str, ShaderData* const data
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return true;
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}
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void GL2Encoder::s_glShaderSource(void *self, GLuint shader, GLsizei count, const GLchar **string, const GLint *length)
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void GL2Encoder::s_glShaderSource(void *self, GLuint shader, GLsizei count, const GLchar *const *string, const GLint *length)
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{
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GL2Encoder* ctx = (GL2Encoder*)self;
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ShaderData* shaderData = ctx->m_shared->getShaderData(shader);
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@@ -686,7 +686,7 @@ void GL2Encoder::s_glLinkProgram(void * self, GLuint program)
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GLchar *name = new GLchar[maxLength+1];
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GLint location;
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//for each active uniform, get its size and starting location.
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for (GLint i=0 ; i<numUniforms ; ++i)
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for (GLint i=0 ; i<numUniforms ; ++i)
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{
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ctx->glGetActiveUniform(self, program, i, maxLength, NULL, &size, &type, name);
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location = ctx->m_glGetUniformLocation_enc(self, program, name);
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@@ -784,7 +784,7 @@ int GL2Encoder::s_glGetUniformLocation(void *self, GLuint program, const GLchar
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if (!brace || sscanf(brace+1,"%d",&arrIndex) != 1) {
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return -1;
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}
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}
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}
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