Make Shader interface take more consts

This commit is contained in:
Atlante45 2015-12-07 15:16:37 -08:00
parent b271542b73
commit 06d7de7106
2 changed files with 4 additions and 4 deletions

View file

@ -23,7 +23,7 @@ Shader::Shader(Type type, const Source& source):
{ {
} }
Shader::Shader(Type type, Pointer& vertex, Pointer& pixel): Shader::Shader(Type type, const Pointer& vertex, const Pointer& pixel):
_type(type) _type(type)
{ {
_shaders.resize(2); _shaders.resize(2);
@ -44,7 +44,7 @@ Shader::Pointer Shader::createPixel(const Source& source) {
return Pointer(new Shader(PIXEL, source)); return Pointer(new Shader(PIXEL, source));
} }
Shader::Pointer Shader::createProgram(Pointer& vertexShader, Pointer& pixelShader) { Shader::Pointer Shader::createProgram(const Pointer& vertexShader, const Pointer& pixelShader) {
if (vertexShader && vertexShader->getType() == VERTEX && if (vertexShader && vertexShader->getType() == VERTEX &&
pixelShader && pixelShader->getType() == PIXEL) { pixelShader && pixelShader->getType() == PIXEL) {
return Pointer(new Shader(PROGRAM, vertexShader, pixelShader)); return Pointer(new Shader(PROGRAM, vertexShader, pixelShader));

View file

@ -111,7 +111,7 @@ public:
static Pointer createVertex(const Source& source); static Pointer createVertex(const Source& source);
static Pointer createPixel(const Source& source); static Pointer createPixel(const Source& source);
static Pointer createProgram(Pointer& vertexShader, Pointer& pixelShader); static Pointer createProgram(const Pointer& vertexShader, const Pointer& pixelShader);
~Shader(); ~Shader();
@ -157,7 +157,7 @@ public:
protected: protected:
Shader(Type type, const Source& source); Shader(Type type, const Source& source);
Shader(Type type, Pointer& vertex, Pointer& pixel); Shader(Type type, const Pointer& vertex, const Pointer& pixel);
Shader(const Shader& shader); // deep copy of the sysmem shader Shader(const Shader& shader); // deep copy of the sysmem shader
Shader& operator=(const Shader& shader); // deep copy of the sysmem texture Shader& operator=(const Shader& shader); // deep copy of the sysmem texture