GL: Avoid casting away const

Resolves some -Wcast-qual warnings.
This commit is contained in:
Lioncash 2019-08-24 20:13:54 -04:00
parent 63c89a0bbf
commit c0c353f56b
1 changed files with 5 additions and 5 deletions

View File

@ -91,8 +91,8 @@ class GLDataFactoryImpl final : public GLDataFactory, public GraphicsDataFactory
glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
commitTransaction([this](IGraphicsDataFactory::Context& ctx) {
auto vertex = ctx.newShaderStage((uint8_t*)GammaVS, 0, PipelineStage::Vertex);
auto fragment = ctx.newShaderStage((uint8_t*)GammaFS, 0, PipelineStage::Fragment);
auto vertex = ctx.newShaderStage(reinterpret_cast<const uint8_t*>(GammaVS), 0, PipelineStage::Vertex);
auto fragment = ctx.newShaderStage(reinterpret_cast<const uint8_t*>(GammaFS), 0, PipelineStage::Fragment);
const AdditionalPipelineInfo info = {
BlendFactor::One, BlendFactor::Zero, Primitive::TriStrips, ZTest::None, false, true, false, CullMode::None};
const std::array<VertexElementDescriptor, 2> vfmt{{{VertexSemantic::Position4}, {VertexSemantic::UV4}}};
@ -1006,7 +1006,7 @@ public:
};
ObjToken<IShaderStage> GLDataFactory::Context::newShaderStage(const uint8_t* data, size_t size, PipelineStage stage) {
GLDataFactoryImpl& factory = static_cast<GLDataFactoryImpl&>(m_parent);
const auto& factory = static_cast<GLDataFactoryImpl&>(m_parent);
if (stage == PipelineStage::Control || stage == PipelineStage::Evaluation) {
if (!factory.m_hasTessellation)
@ -1014,14 +1014,14 @@ ObjToken<IShaderStage> GLDataFactory::Context::newShaderStage(const uint8_t* dat
}
BOO_MSAN_NO_INTERCEPT
return {new GLShaderStage(m_data, (char*)data, stage)};
return {new GLShaderStage(m_data, reinterpret_cast<const char*>(data), stage)};
}
ObjToken<IShaderPipeline> GLDataFactory::Context::newShaderPipeline(
ObjToken<IShaderStage> vertex, ObjToken<IShaderStage> fragment, ObjToken<IShaderStage> geometry,
ObjToken<IShaderStage> control, ObjToken<IShaderStage> evaluation, const VertexFormatInfo& vtxFmt,
const AdditionalPipelineInfo& additionalInfo, bool asynchronous) {
GLDataFactoryImpl& factory = static_cast<GLDataFactoryImpl&>(m_parent);
const auto& factory = static_cast<GLDataFactoryImpl&>(m_parent);
if (control || evaluation) {
if (!factory.m_hasTessellation)