internal/graphpicsdriver/playstation5: add consts

This commit is contained in:
Hajime Hoshi 2024-09-23 23:06:02 +09:00
parent 043164e17c
commit 508922250a
2 changed files with 15 additions and 12 deletions

View File

@ -36,14 +36,16 @@ extern "C" void ebitengine_Begin() {}
extern "C" void ebitengine_End(int present) {} extern "C" void ebitengine_End(int present) {}
extern "C" void ebitengine_SetVertices(float *vertices, int vertexCount, extern "C" void ebitengine_SetVertices(const float *vertices, int vertexCount,
uint32_t *indices, int indexCount) {} const uint32_t *indices,
int indexCount) {}
extern "C" ebitengine_Error extern "C" ebitengine_Error
ebitengine_DrawTriangles(int dst, int *srcs, int srcCount, int shader, ebitengine_DrawTriangles(int dst, const int *srcs, int srcCount, int shader,
ebitengine_DstRegion *dstRegions, int dstRegionCount, const ebitengine_DstRegion *dstRegions,
int indexOffset, ebitengine_Blend blend, int dstRegionCount, int indexOffset,
uint32_t *uniforms, int uniformCount, int fillRule) { ebitengine_Blend blend, const uint32_t *uniforms,
int uniformCount, int fillRule) {
return {}; return {};
} }

View File

@ -59,14 +59,15 @@ void ebitengine_DisposeImage(int id);
void ebitengine_Begin(); void ebitengine_Begin();
void ebitengine_End(int present); void ebitengine_End(int present);
void ebitengine_SetVertices(float *vertices, int vertexCount, uint32_t *indices, void ebitengine_SetVertices(const float *vertices, int vertexCount,
int indexCount); const uint32_t *indices, int indexCount);
ebitengine_Error ebitengine_Error
ebitengine_DrawTriangles(int dst, int *srcs, int srcCount, int shader, ebitengine_DrawTriangles(int dst, const int *srcs, int srcCount, int shader,
ebitengine_DstRegion *dstRegions, int dstRegionCount, const ebitengine_DstRegion *dstRegions,
int indexOffset, ebitengine_Blend blend, int dstRegionCount, int indexOffset,
uint32_t *uniforms, int uniformCount, int fillRule); ebitengine_Blend blend, const uint32_t *uniforms,
int uniformCount, int fillRule);
ebitengine_Error ebitengine_NewShader(int *shader, const char *source); ebitengine_Error ebitengine_NewShader(int *shader, const char *source);
void ebitengine_DisposeShader(int id); void ebitengine_DisposeShader(int id);