Kaydet (Commit) 84eafb6a authored tarafından Stephan Bergmann's avatar Stephan Bergmann

More useful param type

...for arg that ultimately ends up as const GLVoid *pixels arg to
glTexImage2D

Change-Id: I69ba2f1dd397fa103f3f59638bec727add3caed7
üst 97f24ba7
......@@ -42,7 +42,7 @@ public:
int mnFreeSlots;
ImplOpenGLTexture( int nWidth, int nHeight, bool bAllocate );
ImplOpenGLTexture( int nWidth, int nHeight, int nFormat, int nType, sal_uInt8* pData );
ImplOpenGLTexture( int nWidth, int nHeight, int nFormat, int nType, void const * pData );
ImplOpenGLTexture( int nX, int nY, int nWidth, int nHeight );
~ImplOpenGLTexture();
......@@ -93,7 +93,7 @@ public:
OpenGLTexture(ImplOpenGLTexture* pImpl, Rectangle aRectangle, int nSlotNumber = 0);
OpenGLTexture( int nWidth, int nHeight, bool bAllocate = true );
OpenGLTexture( int nWidth, int nHeight, int nFormat, int nType, sal_uInt8* pData );
OpenGLTexture( int nWidth, int nHeight, int nFormat, int nType, void const * pData );
OpenGLTexture( int nX, int nY, int nWidth, int nHeight );
OpenGLTexture( const OpenGLTexture& rTexture );
OpenGLTexture( const OpenGLTexture& rTexture, int nX, int nY, int nWidth, int nHeight );
......
......@@ -514,7 +514,7 @@ bool OpenGLSalBitmap::calcChecksumGL(OpenGLTexture& rInputTexture, ChecksumType&
OUString FragShader("areaHashCRC64TFragmentShader");
static const OpenGLTexture aCRCTableTexture(512, 1, GL_RGBA, GL_UNSIGNED_BYTE,
const_cast<sal_uInt8*>(reinterpret_cast<const sal_uInt8*>(vcl_get_crc64_table())));
vcl_get_crc64_table());
// First Pass
......
......@@ -80,7 +80,7 @@ ImplOpenGLTexture::ImplOpenGLTexture( int nX, int nY, int nWidth, int nHeight )
}
// texture from buffer data
ImplOpenGLTexture::ImplOpenGLTexture( int nWidth, int nHeight, int nFormat, int nType, sal_uInt8* pData ) :
ImplOpenGLTexture::ImplOpenGLTexture( int nWidth, int nHeight, int nFormat, int nType, void const * pData ) :
mnRefCount( 1 ),
mnTexture( 0 ),
mnWidth( nWidth ),
......@@ -193,7 +193,7 @@ OpenGLTexture::OpenGLTexture( int nX, int nY, int nWidth, int nHeight )
mpImpl = new ImplOpenGLTexture( nX, nY, nWidth, nHeight );
}
OpenGLTexture::OpenGLTexture( int nWidth, int nHeight, int nFormat, int nType, sal_uInt8* pData )
OpenGLTexture::OpenGLTexture( int nWidth, int nHeight, int nFormat, int nType, void const * pData )
: maRect( Point( 0, 0 ), Size( nWidth, nHeight ) )
, mnSlotNumber(-1)
{
......
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