wined3d: Sign-compare warnings fix.
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@ -191,7 +191,7 @@ static void context_check_fbo_status(IWineD3DDevice *iface)
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TRACE("FBO complete\n");
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} else {
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IWineD3DSurfaceImpl *attachment;
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int i;
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unsigned int i;
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FIXME("FBO status %s (%#x)\n", debug_fbostatus(status), status);
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/* Dump the FBO attachments */
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@ -446,7 +446,8 @@ static WineD3DContext *AddContextToArray(IWineD3DDeviceImpl *This, HWND win_hand
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/* This function takes care of WineD3D pixel format selection. */
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static int WineD3D_ChoosePixelFormat(IWineD3DDeviceImpl *This, HDC hdc, WINED3DFORMAT ColorFormat, WINED3DFORMAT DepthStencilFormat, BOOL auxBuffers, int numSamples, BOOL pbuffer, BOOL findCompatible)
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{
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int iPixelFormat=0, matchtry;
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int iPixelFormat=0;
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unsigned int matchtry;
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short redBits, greenBits, blueBits, alphaBits, colorBits;
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short depthBits=0, stencilBits=0;
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@ -1214,7 +1215,7 @@ static inline void SetupForBlit(IWineD3DDeviceImpl *This, WineD3DContext *contex
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*
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*****************************************************************************/
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static WineD3DContext *findThreadContextForSwapChain(IWineD3DSwapChain *swapchain, DWORD tid) {
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int i;
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unsigned int i;
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for(i = 0; i < ((IWineD3DSwapChainImpl *) swapchain)->num_contexts; i++) {
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if(((IWineD3DSwapChainImpl *) swapchain)->context[i]->tid == tid) {
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@ -1475,8 +1476,7 @@ static void apply_draw_buffer(IWineD3DDeviceImpl *This, IWineD3DSurface *target,
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*****************************************************************************/
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void ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ContextUsage usage) {
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DWORD tid = GetCurrentThreadId();
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int i;
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DWORD dirtyState, idx;
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DWORD i, dirtyState, idx;
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BYTE shift;
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WineD3DContext *context;
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const struct StateEntry *StateTable = This->StateTable;
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@ -1152,8 +1152,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateCubeTexture(IWineD3DDevice *iface
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if(hr!= WINED3D_OK) {
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/* clean up */
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int k;
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int l;
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unsigned int k;
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unsigned int l;
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for (l = 0; l < j; l++) {
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IWineD3DSurface_Release(object->surfaces[l][i]);
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}
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@ -1573,7 +1573,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateSwapChain(IWineD3DDevice* iface,
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* Create the back, front and stencil buffers
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*******************/
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if(object->presentParms.BackBufferCount > 0) {
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int i;
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UINT i;
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object->backBuffer = HeapAlloc(GetProcessHeap(), 0, sizeof(IWineD3DSurface *) * object->presentParms.BackBufferCount);
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if(!object->backBuffer) {
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@ -1667,7 +1667,7 @@ error:
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}
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if (object->backBuffer) {
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int i;
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UINT i;
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for(i = 0; i < object->presentParms.BackBufferCount; i++) {
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if(object->backBuffer[i]) {
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IWineD3DSurface_GetParent(object->backBuffer[i], &bufferParent);
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@ -3623,7 +3623,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantF(
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UINT count) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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int i;
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UINT i;
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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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@ -3663,7 +3663,7 @@ CONST float *srcData,
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UINT count) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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int i;
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UINT i;
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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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@ -4052,7 +4052,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantF(
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UINT count) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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int i;
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UINT i;
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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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@ -4092,7 +4092,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantF_DirtyConst(
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UINT count) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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int i;
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UINT i;
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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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@ -4148,7 +4148,7 @@ process_vertices_strided(IWineD3DDeviceImpl *This, DWORD dwDestIndex, DWORD dwCo
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WINED3DVIEWPORT vp;
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WINED3DMATRIX mat, proj_mat, view_mat, world_mat;
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BOOL doClip;
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int numTextures;
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DWORD numTextures;
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if (lpStrideData->u.s.normal.lpData) {
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WARN(" lighting state not saved yet... Some strange stuff may happen !\n");
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@ -7187,7 +7187,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Reset(IWineD3DDevice* iface, WINED3DPRE
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pPresentationParameters->BackBufferHeight != swapchain->presentParms.BackBufferHeight))
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{
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WINED3DVIEWPORT vp;
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int i;
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UINT i;
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vp.X = 0;
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vp.Y = 0;
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