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authorTor Lillqvist <tml@collabora.com>2015-06-17 15:39:30 +0300
committerAshod Nakashian <ashod.nakashian@collabora.co.uk>2016-02-06 09:34:49 -0500
commita9e376dbfeb3109398dcb83e56a7f9c8b7521a73 (patch)
tree78b9a88a6bcd88c131f6041835f0706c3faae7e5 /vcl
parent51325fa976d021fb35ac944baef0b91450e9d5f8 (diff)
Const correctness
Change-Id: I786b9590f8179a1f6c6593b7ff1dec286adda192 (cherry picked from commit a1a0432d11899caf057bc3a37408675d330b0a0b)
Diffstat (limited to 'vcl')
-rw-r--r--vcl/source/opengl/OpenGLContext.cxx2
1 files changed, 1 insertions, 1 deletions
diff --git a/vcl/source/opengl/OpenGLContext.cxx b/vcl/source/opengl/OpenGLContext.cxx
index 7381e4a95e50..fa8e981a17be 100644
--- a/vcl/source/opengl/OpenGLContext.cxx
+++ b/vcl/source/opengl/OpenGLContext.cxx
@@ -427,7 +427,7 @@ extern "C" void
APIENTRY
#endif
debug_callback(GLenum source, GLenum type, GLuint id,
- GLenum severity, GLsizei , const GLchar* message, GLvoid* )
+ GLenum severity, GLsizei , const GLchar* message, const GLvoid* )
{
// ignore Nvidia's : "Program/shader state performance warning: Fragment Shader is going to be recompiled because the shader key based on GL state mismatches."
// the GLSL compiler is a bit too aggressive in optimizing the state based on the current OpenGL state