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authorBrian Paul <[email protected]>2010-02-02 18:54:12 -0700
committerBrian Paul <[email protected]>2010-02-02 18:54:53 -0700
commit256f7f5ab2123bae9549e4f572276e200dc1ae76 (patch)
tree66396624a576ac4d2afe81cdfab6f8d630a9c237 /src
parentd6e55520e479d8a2fb42eca0b6bd177bd32adf06 (diff)
draw: add const qualifiers, fix return types
Diffstat (limited to 'src')
-rw-r--r--src/gallium/auxiliary/draw/draw_context.c6
-rw-r--r--src/gallium/auxiliary/draw/draw_private.h4
2 files changed, 6 insertions, 4 deletions
diff --git a/src/gallium/auxiliary/draw/draw_context.c b/src/gallium/auxiliary/draw/draw_context.c
index 15ba788f00d..d5ddc4a6a92 100644
--- a/src/gallium/auxiliary/draw/draw_context.c
+++ b/src/gallium/auxiliary/draw/draw_context.c
@@ -465,7 +465,8 @@ void draw_do_flush( struct draw_context *draw, unsigned flags )
* outputs from the vertex shader.
* \sa draw_num_shader_outputs
*/
-int draw_current_shader_outputs(struct draw_context *draw)
+uint
+draw_current_shader_outputs(const struct draw_context *draw)
{
if (draw->gs.geometry_shader)
return draw->gs.num_gs_outputs;
@@ -477,7 +478,8 @@ int draw_current_shader_outputs(struct draw_context *draw)
* Return the index of the shader output which will contain the
* vertex position.
*/
-int draw_current_shader_position_output(struct draw_context *draw)
+uint
+draw_current_shader_position_output(const struct draw_context *draw)
{
if (draw->gs.geometry_shader)
return draw->gs.position_output;
diff --git a/src/gallium/auxiliary/draw/draw_private.h b/src/gallium/auxiliary/draw/draw_private.h
index 6a7190e9750..69466d8749d 100644
--- a/src/gallium/auxiliary/draw/draw_private.h
+++ b/src/gallium/auxiliary/draw/draw_private.h
@@ -280,8 +280,8 @@ void draw_gs_destroy( struct draw_context *draw );
/*******************************************************************************
* Common shading code:
*/
-int draw_current_shader_outputs(struct draw_context *draw);
-int draw_current_shader_position_output(struct draw_context *draw);
+uint draw_current_shader_outputs(const struct draw_context *draw);
+uint draw_current_shader_position_output(const struct draw_context *draw);
/*******************************************************************************
* Vertex processing (was passthrough) code: