wined3d: Fix a few sign compare warnings.
This commit is contained in:
parent
59c5962828
commit
42e31a4242
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@ -55,7 +55,7 @@ void context_bind_fbo(IWineD3DDevice *iface, GLenum target, GLuint *fbo)
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static void context_destroy_fbo(IWineD3DDeviceImpl *This, const GLuint *fbo)
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{
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int i = 0;
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unsigned int i;
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GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, *fbo));
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checkGLcall("glBindFramebuffer()");
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@ -641,7 +641,7 @@ WineD3DContext *CreateContext(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *tar
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HPBUFFERARB pbuffer = NULL;
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HGLRC ctx = NULL, oldCtx;
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WineD3DContext *ret = NULL;
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int s;
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unsigned int s;
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TRACE("(%p): Creating a %s context for render target %p\n", This, create_pbuffer ? "offscreen" : "onscreen", target);
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@ -437,7 +437,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateStateBlock(IWineD3DDevice* iface,
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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IWineD3DStateBlockImpl *object;
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int i, j;
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unsigned int i, j;
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HRESULT temp_result;
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object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
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@ -3756,13 +3756,12 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantB(
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UINT count) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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int i, cnt = min(count, MAX_CONST_B - start);
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unsigned int i, cnt = min(count, MAX_CONST_B - start);
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TRACE("(iface %p, srcData %p, start %d, count %d)\n",
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iface, srcData, start, count);
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if (srcData == NULL || cnt < 0)
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return WINED3DERR_INVALIDCALL;
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if (!srcData || start >= MAX_CONST_B) return WINED3DERR_INVALIDCALL;
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memcpy(&This->updateStateBlock->vertexShaderConstantB[start], srcData, cnt * sizeof(BOOL));
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for (i = 0; i < cnt; i++)
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@ -3803,13 +3802,12 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantI(
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UINT count) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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int i, cnt = min(count, MAX_CONST_I - start);
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unsigned int i, cnt = min(count, MAX_CONST_I - start);
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TRACE("(iface %p, srcData %p, start %d, count %d)\n",
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iface, srcData, start, count);
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if (srcData == NULL || cnt < 0)
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return WINED3DERR_INVALIDCALL;
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if (!srcData || start >= MAX_CONST_I) return WINED3DERR_INVALIDCALL;
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memcpy(&This->updateStateBlock->vertexShaderConstantI[start * 4], srcData, cnt * sizeof(int) * 4);
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for (i = 0; i < cnt; i++)
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@ -3956,7 +3954,7 @@ static void device_update_fixed_function_usage_map(IWineD3DDeviceImpl *This) {
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}
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static void device_map_fixed_function_samplers(IWineD3DDeviceImpl *This) {
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int i, tex;
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unsigned int i, tex;
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WORD ffu_map;
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device_update_fixed_function_usage_map(This);
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@ -3996,7 +3994,7 @@ static void device_map_fixed_function_samplers(IWineD3DDeviceImpl *This) {
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static void device_map_psamplers(IWineD3DDeviceImpl *This) {
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const DWORD *sampler_tokens =
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((IWineD3DPixelShaderImpl *)This->stateBlock->pixelShader)->baseShader.reg_maps.samplers;
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int i;
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unsigned int i;
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for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
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if (sampler_tokens[i] && This->texUnitMap[i] != i) {
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@ -4150,13 +4148,12 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantB(
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UINT count) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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int i, cnt = min(count, MAX_CONST_B - start);
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unsigned int i, cnt = min(count, MAX_CONST_B - start);
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TRACE("(iface %p, srcData %p, start %d, count %d)\n",
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TRACE("(iface %p, srcData %p, start %u, count %u)\n",
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iface, srcData, start, count);
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if (srcData == NULL || cnt < 0)
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return WINED3DERR_INVALIDCALL;
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if (!srcData || start >= MAX_CONST_B) return WINED3DERR_INVALIDCALL;
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memcpy(&This->updateStateBlock->pixelShaderConstantB[start], srcData, cnt * sizeof(BOOL));
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for (i = 0; i < cnt; i++)
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@ -4197,13 +4194,12 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantI(
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UINT count) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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int i, cnt = min(count, MAX_CONST_I - start);
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unsigned int i, cnt = min(count, MAX_CONST_I - start);
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TRACE("(iface %p, srcData %p, start %d, count %d)\n",
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TRACE("(iface %p, srcData %p, start %u, count %u)\n",
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iface, srcData, start, count);
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if (srcData == NULL || cnt < 0)
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return WINED3DERR_INVALIDCALL;
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if (!srcData || start >= MAX_CONST_I) return WINED3DERR_INVALIDCALL;
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memcpy(&This->updateStateBlock->pixelShaderConstantI[start * 4], srcData, cnt * sizeof(int) * 4);
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for (i = 0; i < cnt; i++)
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@ -4758,7 +4754,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetTextureStageState(IWineD3DDevice *if
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}
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if(Type == WINED3DTSS_COLOROP) {
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int i;
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unsigned int i;
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if(Value == WINED3DTOP_DISABLE && oldValue != WINED3DTOP_DISABLE) {
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/* Previously enabled stage disabled now. Make sure to dirtify all enabled stages above Stage,
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@ -4767,11 +4763,11 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetTextureStageState(IWineD3DDevice *if
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* The current stage is dirtified below.
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*/
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for(i = Stage + 1; i < This->stateBlock->lowest_disabled_stage; i++) {
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TRACE("Additionally dirtifying stage %d\n", i);
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TRACE("Additionally dirtifying stage %u\n", i);
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IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP));
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}
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This->stateBlock->lowest_disabled_stage = Stage;
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TRACE("New lowest disabled: %d\n", Stage);
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TRACE("New lowest disabled: %u\n", Stage);
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} else if(Value != WINED3DTOP_DISABLE && oldValue == WINED3DTOP_DISABLE) {
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/* Previously disabled stage enabled. Stages above it may need enabling
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* stage must be lowest_disabled_stage here, if it's bigger success is returned above,
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@ -4784,11 +4780,11 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetTextureStageState(IWineD3DDevice *if
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if(This->updateStateBlock->textureState[i][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE) {
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break;
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}
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TRACE("Additionally dirtifying stage %d due to enable\n", i);
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TRACE("Additionally dirtifying stage %u due to enable\n", i);
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IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP));
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}
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This->stateBlock->lowest_disabled_stage = i;
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TRACE("New lowest disabled: %d\n", i);
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TRACE("New lowest disabled: %u\n", i);
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}
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}
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@ -95,15 +95,15 @@ struct glsl_shader_prog_link {
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struct list vshader_entry;
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struct list pshader_entry;
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GLhandleARB programId;
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GLhandleARB *vuniformF_locations;
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GLhandleARB *puniformF_locations;
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GLhandleARB vuniformI_locations[MAX_CONST_I];
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GLhandleARB puniformI_locations[MAX_CONST_I];
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GLhandleARB posFixup_location;
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GLhandleARB bumpenvmat_location[MAX_TEXTURES];
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GLhandleARB luminancescale_location[MAX_TEXTURES];
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GLhandleARB luminanceoffset_location[MAX_TEXTURES];
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GLhandleARB ycorrection_location;
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GLint *vuniformF_locations;
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GLint *puniformF_locations;
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GLint vuniformI_locations[MAX_CONST_I];
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GLint puniformI_locations[MAX_CONST_I];
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GLint posFixup_location;
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GLint bumpenvmat_location[MAX_TEXTURES];
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GLint luminancescale_location[MAX_TEXTURES];
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GLint luminanceoffset_location[MAX_TEXTURES];
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GLint ycorrection_location;
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GLenum vertex_color_clamp;
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IWineD3DVertexShader *vshader;
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IWineD3DPixelShader *pshader;
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@ -180,7 +180,7 @@ static void print_glsl_info_log(const WineD3D_GL_Info *gl_info, GLhandleARB obj)
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*/
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static void shader_glsl_load_psamplers(const WineD3D_GL_Info *gl_info, DWORD *tex_unit_map, GLhandleARB programId)
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{
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GLhandleARB name_loc;
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GLint name_loc;
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int i;
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char sampler_name[20];
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@ -203,7 +203,7 @@ static void shader_glsl_load_psamplers(const WineD3D_GL_Info *gl_info, DWORD *te
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static void shader_glsl_load_vsamplers(const WineD3D_GL_Info *gl_info, DWORD *tex_unit_map, GLhandleARB programId)
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{
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GLhandleARB name_loc;
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GLint name_loc;
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char sampler_name[20];
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int i;
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@ -225,7 +225,7 @@ static void shader_glsl_load_vsamplers(const WineD3D_GL_Info *gl_info, DWORD *te
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}
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static inline void walk_constant_heap(const WineD3D_GL_Info *gl_info, const float *constants,
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const GLhandleARB *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
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const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
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{
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int stack_idx = 0;
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unsigned int heap_idx = 1;
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@ -300,7 +300,7 @@ static inline void apply_clamped_constant(const WineD3D_GL_Info *gl_info, GLint
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}
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static inline void walk_constant_heap_clamped(const WineD3D_GL_Info *gl_info, const float *constants,
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const GLhandleARB *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
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const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
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{
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int stack_idx = 0;
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unsigned int heap_idx = 1;
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@ -360,7 +360,7 @@ static inline void walk_constant_heap_clamped(const WineD3D_GL_Info *gl_info, co
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/* Loads floating point constants (aka uniforms) into the currently set GLSL program. */
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static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl *This, const WineD3D_GL_Info *gl_info,
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const float *constants, const GLhandleARB *constant_locations, const struct constant_heap *heap,
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const float *constants, const GLint *constant_locations, const struct constant_heap *heap,
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unsigned char *stack, UINT version)
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{
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const local_constant *lconst;
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@ -381,7 +381,7 @@ static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl *This, const Wine
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/* Immediate constants are clamped to [-1;1] at shader creation time if needed */
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LIST_FOR_EACH_ENTRY(lconst, &This->baseShader.constantsF, local_constant, entry)
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{
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GLhandleARB location = constant_locations[lconst->idx];
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GLint location = constant_locations[lconst->idx];
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/* We found this uniform name in the program - go ahead and send the data */
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if (location != -1) GL_EXTCALL(glUniform4fvARB(location, 1, (const GLfloat *)lconst->value));
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}
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@ -390,7 +390,7 @@ static void shader_glsl_load_constantsF(IWineD3DBaseShaderImpl *This, const Wine
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/* Loads integer constants (aka uniforms) into the currently set GLSL program. */
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static void shader_glsl_load_constantsI(IWineD3DBaseShaderImpl *This, const WineD3D_GL_Info *gl_info,
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const GLhandleARB locations[MAX_CONST_I], const int *constants, WORD constants_set)
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const GLint locations[MAX_CONST_I], const int *constants, WORD constants_set)
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{
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unsigned int i;
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struct list* ptr;
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@ -428,7 +428,7 @@ static void shader_glsl_load_constantsI(IWineD3DBaseShaderImpl *This, const Wine
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static void shader_glsl_load_constantsB(IWineD3DBaseShaderImpl *This, const WineD3D_GL_Info *gl_info,
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GLhandleARB programId, const BOOL *constants, WORD constants_set)
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{
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GLhandleARB tmp_loc;
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GLint tmp_loc;
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unsigned int i;
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char tmp_name[8];
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char is_pshader = shader_is_pshader_version(This->baseShader.reg_maps.shader_version);
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@ -3032,7 +3032,9 @@ static void handle_ps3_input(SHADER_BUFFER *buffer, const struct semantic *seman
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if (in_idx >= (in_count + 2)) {
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FIXME("More input varyings declared than supported, expect issues\n");
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continue;
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} else if(map[i] == -1) {
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}
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else if (map[i] == ~0U)
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{
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/* Declared, but not read register */
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continue;
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}
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@ -3310,7 +3312,7 @@ static void hardcode_local_constants(IWineD3DBaseShaderImpl *shader, const WineD
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GLhandleARB programId, char prefix)
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{
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const local_constant *lconst;
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GLuint tmp_loc;
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GLint tmp_loc;
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const float *value;
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char glsl_name[8];
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@ -3340,7 +3342,7 @@ static void set_glsl_shader_program(IWineD3DDevice *iface, BOOL use_ps, BOOL use
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struct glsl_shader_prog_link *entry = NULL;
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GLhandleARB programId = 0;
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GLhandleARB reorder_shader_id = 0;
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int i;
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unsigned int i;
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char glsl_name[8];
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GLhandleARB vshader_id, pshader_id;
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struct ps_compile_args ps_compile_args;
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@ -3390,7 +3392,7 @@ static void set_glsl_shader_program(IWineD3DDevice *iface, BOOL use_ps, BOOL use
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/* Attach GLSL vshader */
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if (vshader_id) {
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int max_attribs = 16; /* TODO: Will this always be the case? It is at the moment... */
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const unsigned int max_attribs = 16; /* TODO: Will this always be the case? It is at the moment... */
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char tmp_name[10];
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reorder_shader_id = generate_param_reorder_function(vshader, pshader, gl_info);
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@ -3635,7 +3637,7 @@ static void shader_glsl_select_depth_blt(IWineD3DDevice *iface, enum tex_types t
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GLhandleARB *blt_program = &priv->depth_blt_program[tex_type];
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if (!*blt_program) {
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GLhandleARB loc;
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GLint loc;
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*blt_program = create_glsl_blt_shader(gl_info, tex_type);
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loc = GL_EXTCALL(glGetUniformLocationARB(*blt_program, "sampler"));
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GL_EXTCALL(glUseProgramObjectARB(*blt_program));
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@ -354,7 +354,7 @@ static HRESULT WINAPI IWineD3DPixelShaderImpl_SetFunction(IWineD3DPixelShader *i
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for (i = 0; i < MAX_REG_INPUT; ++i)
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{
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if (This->input_reg_used[i]) This->input_reg_map[i] = This->declared_in_count++;
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else This->input_reg_map[i] = -1;
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else This->input_reg_map[i] = ~0U;
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}
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}
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@ -3034,7 +3034,7 @@ static void transform_texture(DWORD state, IWineD3DStateBlockImpl *stateblock, W
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}
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static void unloadTexCoords(IWineD3DStateBlockImpl *stateblock) {
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int texture_idx;
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unsigned int texture_idx;
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for (texture_idx = 0; texture_idx < GL_LIMITS(texture_stages); ++texture_idx) {
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GL_EXTCALL(glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx));
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@ -3579,7 +3579,7 @@ static void state_vertexblend(DWORD state, IWineD3DStateBlockImpl *stateblock, W
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GL_EXTCALL(glVertexBlendARB(stateblock->renderState[WINED3DRS_VERTEXBLEND] + 1));
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if(!stateblock->wineD3DDevice->vertexBlendUsed) {
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int i;
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unsigned int i;
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for(i = 1; i < GL_LIMITS(blends); i++) {
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if(!isStateDirty(context, STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)))) {
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transform_worldex(STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(i)), stateblock, context);
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@ -4434,7 +4434,7 @@ static void vertexdeclaration(DWORD state, IWineD3DStateBlockImpl *stateblock, W
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}
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} else {
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if(!context->last_was_vshader) {
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int i;
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unsigned int i;
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static BOOL warned = FALSE;
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/* Disable all clip planes to get defined results on all drivers. See comment in the
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* state_clipping state handler
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@ -283,7 +283,7 @@ static void WINAPI IWineD3DTextureImpl_ApplyStateChanges(IWineD3DTexture *iface,
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******************************************* */
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static void WINAPI IWineD3DTextureImpl_Destroy(IWineD3DTexture *iface, D3DCB_DESTROYSURFACEFN D3DCB_DestroySurface) {
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IWineD3DTextureImpl *This = (IWineD3DTextureImpl *)iface;
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int i;
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unsigned int i;
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TRACE("(%p) : Cleaning up\n",This);
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for (i = 0; i < This->baseTexture.levels; i++) {
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@ -211,7 +211,7 @@ static HRESULT WINAPI IWineD3DVertexDeclarationImpl_SetDeclaration(IWineD3DVerte
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const WINED3DVERTEXELEMENT *elements, UINT element_count) {
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IWineD3DVertexDeclarationImpl *This = (IWineD3DVertexDeclarationImpl *)iface;
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HRESULT hr = WINED3D_OK;
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int i;
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unsigned int i;
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char isPreLoaded[MAX_STREAMS];
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TRACE("(%p) : d3d version %d\n", This, ((IWineD3DImpl *)This->wineD3DDevice->wineD3D)->dxVersion);
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@ -368,7 +368,7 @@ static void WINAPI IWineD3DVertexShaderImpl_FakeSemantics(IWineD3DVertexShader *
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IWineD3DVertexShaderImpl *This =(IWineD3DVertexShaderImpl *)iface;
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IWineD3DVertexDeclarationImpl* vdecl = (IWineD3DVertexDeclarationImpl*)vertex_declaration;
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||||
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||||
int i;
|
||||
unsigned int i;
|
||||
for (i = 0; i < vdecl->declarationWNumElements - 1; ++i) {
|
||||
const WINED3DVERTEXELEMENT *element = vdecl->pDeclarationWine + i;
|
||||
vshader_set_input(This, element->Reg, element->Usage, element->UsageIndex);
|
||||
|
|
|
@ -92,7 +92,7 @@ static DWORD WINAPI IWineD3DVolumeTextureImpl_GetPriority(IWineD3DVolumeTexture
|
|||
|
||||
void volumetexture_internal_preload(IWineD3DBaseTexture *iface, enum WINED3DSRGB srgb) {
|
||||
/* Overrider the IWineD3DResource Preload method */
|
||||
int i;
|
||||
unsigned int i;
|
||||
IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
|
||||
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
|
||||
BOOL srgb_mode = This->baseTexture.is_srgb;
|
||||
|
@ -225,7 +225,7 @@ static void WINAPI IWineD3DVolumeTextureImpl_ApplyStateChanges(IWineD3DVolumeTex
|
|||
******************************************* */
|
||||
static void WINAPI IWineD3DVolumeTextureImpl_Destroy(IWineD3DVolumeTexture *iface, D3DCB_DESTROYVOLUMEFN D3DCB_DestroyVolume) {
|
||||
IWineD3DVolumeTextureImpl *This = (IWineD3DVolumeTextureImpl *)iface;
|
||||
int i;
|
||||
unsigned int i;
|
||||
TRACE("(%p) : Cleaning up\n",This);
|
||||
for (i = 0; i < This->baseTexture.levels; i++) {
|
||||
if (This->volumes[i] != NULL) {
|
||||
|
|
|
@ -2424,7 +2424,7 @@ typedef struct IWineD3DPixelShaderImpl {
|
|||
|
||||
/* Some information about the shader behavior */
|
||||
struct stb_const_desc bumpenvmatconst[MAX_TEXTURES];
|
||||
char numbumpenvmatconsts;
|
||||
unsigned char numbumpenvmatconsts;
|
||||
struct stb_const_desc luminanceconst[MAX_TEXTURES];
|
||||
char vpos_uniform;
|
||||
|
||||
|
|
Loading…
Reference in New Issue