Fix sign warnings.
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8955ac43a3
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ebf4e53030
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@ -1175,7 +1175,7 @@ HRESULT WINAPI IDirect3DDevice8Impl_GetFrontBuffer(LPDIRECT3DDEVICE8 iface, ID
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D3DLOCKED_RECT lockedRect;
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RECT wantedRect;
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GLint prev_store;
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GLenum prev_read;
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GLint prev_read;
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IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
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@ -2667,8 +2667,8 @@ HRESULT WINAPI IDirect3DDevice8Impl_SetRenderState(LPDIRECT3DDEVICE8 iface, D3
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case D3DRS_STENCILFAIL :
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{
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GLenum fail ;
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GLenum zpass ;
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GLenum zfail ;
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GLint zpass ;
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GLint zfail ;
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fail = StencilOp(Value);
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glGetIntegerv(GL_STENCIL_PASS_DEPTH_PASS, &zpass);
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@ -2683,8 +2683,8 @@ HRESULT WINAPI IDirect3DDevice8Impl_SetRenderState(LPDIRECT3DDEVICE8 iface, D3
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break;
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case D3DRS_STENCILZFAIL :
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{
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GLenum fail ;
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GLenum zpass ;
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GLint fail ;
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GLint zpass ;
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GLenum zfail ;
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glGetIntegerv(GL_STENCIL_FAIL, &fail);
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@ -2700,9 +2700,9 @@ HRESULT WINAPI IDirect3DDevice8Impl_SetRenderState(LPDIRECT3DDEVICE8 iface, D3
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break;
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case D3DRS_STENCILPASS :
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{
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GLenum fail ;
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GLint fail ;
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GLenum zpass ;
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GLenum zfail ;
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GLint zfail ;
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glGetIntegerv(GL_STENCIL_FAIL, &fail);
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checkGLcall("glGetIntegerv(GL_STENCIL_FAIL, &fail);");
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@ -526,7 +526,7 @@ static void IDirect3D8Impl_FillGLCaps(LPDIRECT3D8 iface, Display* display) {
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}
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}
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#define USE_GL_FUNC(type, pfn) This->gl_info.pfn = (type) glXGetProcAddressARB(#pfn);
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#define USE_GL_FUNC(type, pfn) This->gl_info.pfn = (type) glXGetProcAddressARB( (const GLubyte *) #pfn);
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GL_EXT_FUNCS_GEN;
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#undef USE_GL_FUNC
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@ -552,7 +552,7 @@ static void IDirect3D8Impl_FillGLCaps(LPDIRECT3D8 iface, Display* display) {
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}
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}
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#define USE_GL_FUNC(type, pfn) This->gl_info.pfn = (type) glXGetProcAddressARB(#pfn);
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#define USE_GL_FUNC(type, pfn) This->gl_info.pfn = (type) glXGetProcAddressARB( (const GLubyte *) #pfn);
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GLX_EXT_FUNCS_GEN;
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#undef USE_GL_FUNC
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@ -1375,7 +1375,7 @@ static void drawStridedHardwareVS(LPDIRECT3DDEVICE8 iface, Direct3DVertexStrided
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IDirect3DVertexShaderImpl* vertex_shader = NULL;
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int i;
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int NumVertexes;
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int glPrimType;
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GLenum glPrimType;
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int maxAttribs;
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IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
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@ -205,7 +205,7 @@ HRESULT WINAPI IDirect3DSurface8Impl_LockRect(LPDIRECT3DSURFACE8 iface, D3DLOCKE
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if (This == This->Device->backBuffer || This == This->Device->renderTarget || This == This->Device->frontBuffer) {
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GLint prev_store;
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GLenum prev_read;
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GLint prev_read;
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ENTER_GL();
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@ -329,7 +329,7 @@ HRESULT WINAPI IDirect3DSurface8Impl_UnlockRect(LPDIRECT3DSURFACE8 iface) {
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if (This == This->Device->backBuffer || This == This->Device->frontBuffer || This == This->Device->renderTarget) {
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GLint prev_store;
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GLenum prev_draw;
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GLint prev_draw;
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GLint prev_rasterpos[4];
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ENTER_GL();
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