wined3d: Sign-compare warnings fix.
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348c115af1
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@ -211,7 +211,7 @@ static void surface_download_data(IWineD3DSurfaceImpl *This) {
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if (This->Flags & SFLAG_NONPOW2) {
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const BYTE *src_data;
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BYTE *dst_data;
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int y;
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UINT y;
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/*
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* Some games (e.g. warhammer 40k) don't work properly with the odd pitches, preventing
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* the surface pitch from being used to box non-power2 textures. Instead we have to use a hack to
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@ -2132,7 +2132,7 @@ static void d3dfmt_p8_init_palette(IWineD3DSurfaceImpl *This, BYTE table[256][4]
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IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
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BOOL index_in_alpha = FALSE;
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int dxVersion = ( (IWineD3DImpl *) device->wineD3D)->dxVersion;
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int i;
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unsigned int i;
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/* Old games like StarCraft, C&C, Red Alert and others use P8 render targets.
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* Reading back the RGB output each lockrect (each frame as they lock the whole screen)
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@ -2435,12 +2435,11 @@ static void WINAPI IWineD3DSurfaceImpl_BindTexture(IWineD3DSurface *iface) {
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static HRESULT WINAPI IWineD3DSurfaceImpl_SaveSnapshot(IWineD3DSurface *iface, const char* filename)
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{
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FILE* f = NULL;
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UINT i, y;
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IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
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char *allocatedMemory;
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const char *textureRow;
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IWineD3DSwapChain *swapChain = NULL;
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int width, height;
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int width, height, i, y;
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GLuint tmpTexture = 0;
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DWORD color;
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/*FIXME:
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@ -288,7 +288,7 @@ const char* filename)
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UINT y = 0, x = 0;
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IWineD3DSurfaceImpl *This = (IWineD3DSurfaceImpl *)iface;
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static char *output = NULL;
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static int size = 0;
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static UINT size = 0;
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const StaticPixelFormatDesc *formatEntry = getFormatDescEntry(This->resource.format, NULL, NULL);
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if (This->pow2Width > size) {
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@ -39,7 +39,7 @@ WINE_DECLARE_DEBUG_CHANNEL(fps);
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static void WINAPI IWineD3DSwapChainImpl_Destroy(IWineD3DSwapChain *iface, D3DCB_DESTROYSURFACEFN D3DCB_DestroyRenderTarget) {
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IWineD3DSwapChainImpl *This = (IWineD3DSwapChainImpl *)iface;
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WINED3DDISPLAYMODE mode;
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int i;
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unsigned int i;
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TRACE("Destroying swapchain %p\n", iface);
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@ -54,7 +54,7 @@ static void WINAPI IWineD3DSwapChainImpl_Destroy(IWineD3DSwapChain *iface, D3DCB
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}
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if(This->backBuffer) {
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int i;
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UINT i;
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for(i = 0; i < This->presentParms.BackBufferCount; i++) {
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IWineD3DSurface_SetContainer(This->backBuffer[i], 0);
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if(D3DCB_DestroyRenderTarget(This->backBuffer[i]) > 0) {
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@ -44,7 +44,7 @@ static void WINAPI IWineGDISwapChainImpl_Destroy(IWineD3DSwapChain *iface, D3DCB
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}
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if(This->backBuffer) {
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int i;
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UINT i;
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for(i = 0; i < This->presentParms.BackBufferCount; i++) {
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IWineD3DSurface_SetContainer(This->backBuffer[i], 0);
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if(D3DCB_DestroyRenderback(This->backBuffer[i]) > 0) {
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