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-rw-r--r--src/opengl/gl2paintengineex/qglengineshadermanager.cpp4
-rw-r--r--src/opengl/gl2paintengineex/qglengineshadermanager_p.h4
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