wined3d: Sign-compare warnings fix.

This commit is contained in:
Andrew Talbot 2008-12-01 12:02:08 +00:00 committed by Alexandre Julliard
parent afb17f29e1
commit 89509eb628
1 changed files with 8 additions and 9 deletions

View File

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