diff options
-rw-r--r-- | src/opengl/gl2paintengineex/qglengineshadermanager.cpp | 4 | ||||
-rw-r--r-- | src/opengl/gl2paintengineex/qglengineshadermanager_p.h | 4 |
2 files changed, 4 insertions, 4 deletions
diff --git a/src/opengl/gl2paintengineex/qglengineshadermanager.cpp b/src/opengl/gl2paintengineex/qglengineshadermanager.cpp index 1d3801c..d28d5f3 100644 --- a/src/opengl/gl2paintengineex/qglengineshadermanager.cpp +++ b/src/opengl/gl2paintengineex/qglengineshadermanager.cpp @@ -393,7 +393,7 @@ QGLEngineShaderManager::~QGLEngineShaderManager() removeCustomStage(); } -GLuint QGLEngineShaderManager::getUniformLocation(const Uniform id) +GLuint QGLEngineShaderManager::getUniformLocation(Uniform id) { if (!currentShaderProg) return 0; @@ -428,7 +428,7 @@ GLuint QGLEngineShaderManager::getUniformLocation(const Uniform id) } -void QGLEngineShaderManager::optimiseForBrushTransform(const QTransform::TransformationType transformType) +void QGLEngineShaderManager::optimiseForBrushTransform(QTransform::TransformationType transformType) { Q_UNUSED(transformType); // Currently ignored } diff --git a/src/opengl/gl2paintengineex/qglengineshadermanager_p.h b/src/opengl/gl2paintengineex/qglengineshadermanager_p.h index 3749b5c..1ec4cdc 100644 --- a/src/opengl/gl2paintengineex/qglengineshadermanager_p.h +++ b/src/opengl/gl2paintengineex/qglengineshadermanager_p.h @@ -454,7 +454,7 @@ public: // There are optimisations we can do, depending on the brush transform: // 1) May not have to apply perspective-correction // 2) Can use lower precision for matrix - void optimiseForBrushTransform(const QTransform::TransformationType transformType); + void optimiseForBrushTransform(QTransform::TransformationType transformType); void setSrcPixelType(Qt::BrushStyle); void setSrcPixelType(PixelSrcType); // For non-brush sources, like pixmaps & images void setOpacityMode(OpacityMode); @@ -463,7 +463,7 @@ public: void setCustomStage(QGLCustomShaderStage* stage); void removeCustomStage(); - GLuint getUniformLocation(const Uniform id); + GLuint getUniformLocation(Uniform id); void setDirty(); // someone has manually changed the current shader program bool useCorrectShaderProg(); // returns true if the shader program needed to be changed |