wined3d: Sign-compare warnings fix.
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afb17f29e1
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89509eb628
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@ -92,7 +92,7 @@ static void print_glsl_info_log(const WineD3D_GL_Info *gl_info, GLhandleARB obj)
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{
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int infologLength = 0;
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char *infoLog;
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int i;
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unsigned int i;
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BOOL is_spam;
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const char *spam[] = {
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@ -299,13 +299,13 @@ static void shader_glsl_load_constantsI(IWineD3DBaseShaderImpl *This, const Wine
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GLhandleARB programId, const GLhandleARB locations[MAX_CONST_I], unsigned int max_constants,
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const int *constants, const BOOL *constants_set)
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{
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int i;
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unsigned int i;
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struct list* ptr;
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for (i=0; i<max_constants; ++i) {
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if (NULL == constants_set || constants_set[i]) {
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TRACE_(d3d_constants)("Loading constants %i: %i, %i, %i, %i\n",
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TRACE_(d3d_constants)("Loading constants %u: %i, %i, %i, %i\n",
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i, constants[i*4], constants[i*4+1], constants[i*4+2], constants[i*4+3]);
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/* We found this uniform name in the program - go ahead and send the data */
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@ -339,7 +339,7 @@ static void shader_glsl_load_constantsB(IWineD3DBaseShaderImpl *This, const Wine
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GLhandleARB programId, unsigned int max_constants, const BOOL *constants, const BOOL *constants_set)
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{
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GLhandleARB tmp_loc;
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int i;
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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.hex_version);
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const char* prefix = is_pshader? "PB":"VB";
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@ -348,11 +348,11 @@ static void shader_glsl_load_constantsB(IWineD3DBaseShaderImpl *This, const Wine
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for (i=0; i<max_constants; ++i) {
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if (NULL == constants_set || constants_set[i]) {
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TRACE_(d3d_constants)("Loading constants %i: %i;\n", i, constants[i]);
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TRACE_(d3d_constants)("Loading constants %u: %i;\n", i, constants[i]);
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/* TODO: Benchmark and see if it would be beneficial to store the
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* locations of the constants to avoid looking up each time */
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snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, i);
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snprintf(tmp_name, sizeof(tmp_name), "%s[%u]", prefix, i);
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tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
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if (tmp_loc != -1) {
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/* We found this uniform name in the program - go ahead and send the data */
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@ -401,7 +401,7 @@ static void shader_glsl_load_constants(
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const struct list *constant_list;
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GLhandleARB programId;
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const struct glsl_shader_prog_link *prog = priv->glsl_program;
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unsigned int i;
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int i;
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if (!prog) {
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/* No GLSL program set - nothing to do. */
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@ -503,8 +503,7 @@ static void shader_generate_glsl_declarations(IWineD3DBaseShader *iface, const s
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{
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IWineD3DBaseShaderImpl* This = (IWineD3DBaseShaderImpl*) iface;
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IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) This->baseShader.device;
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int i;
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unsigned int extra_constants_needed = 0;
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unsigned int i, extra_constants_needed = 0;
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const local_constant *lconst;
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/* There are some minor differences between pixel and vertex shaders */
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