=?UTF-8?Q?J=C3=B3zef=20Kucia=20?=: d3d11: Avoid signed/ unsigned comparison.

Alexandre Julliard julliard at winehq.org
Mon Jul 4 09:54:41 CDT 2016


Module: wine
Branch: master
Commit: abc62dfabb3b07b234c3d273d84f32fccb3f97ec
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=abc62dfabb3b07b234c3d273d84f32fccb3f97ec

Author: Józef Kucia <jkucia at codeweavers.com>
Date:   Mon Jul  4 12:26:26 2016 +0200

d3d11: Avoid signed/unsigned comparison.

Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard at winehq.org>

---

 dlls/d3d11/view.c | 36 ++++++++++++++++++------------------
 1 file changed, 18 insertions(+), 18 deletions(-)

diff --git a/dlls/d3d11/view.c b/dlls/d3d11/view.c
index d0d1b24..5e48965 100644
--- a/dlls/d3d11/view.c
+++ b/dlls/d3d11/view.c
@@ -183,17 +183,17 @@ static HRESULT normalize_dsv_desc(D3D11_DEPTH_STENCIL_VIEW_DESC *desc, ID3D11Res
     switch (desc->ViewDimension)
     {
         case D3D11_DSV_DIMENSION_TEXTURE1DARRAY:
-            if (desc->u.Texture1DArray.ArraySize == -1 && desc->u.Texture1DArray.FirstArraySlice < layer_count)
+            if (desc->u.Texture1DArray.ArraySize == ~0u && desc->u.Texture1DArray.FirstArraySlice < layer_count)
                 desc->u.Texture1DArray.ArraySize = layer_count - desc->u.Texture1DArray.ArraySize;
             break;
 
         case D3D11_DSV_DIMENSION_TEXTURE2DARRAY:
-            if (desc->u.Texture2DArray.ArraySize == -1 && desc->u.Texture2DArray.FirstArraySlice < layer_count)
+            if (desc->u.Texture2DArray.ArraySize == ~0u && desc->u.Texture2DArray.FirstArraySlice < layer_count)
                 desc->u.Texture2DArray.ArraySize = layer_count - desc->u.Texture2DArray.FirstArraySlice;
             break;
 
         case D3D11_DSV_DIMENSION_TEXTURE2DMSARRAY:
-            if (desc->u.Texture2DMSArray.ArraySize == -1 && desc->u.Texture2DMSArray.FirstArraySlice < layer_count)
+            if (desc->u.Texture2DMSArray.ArraySize == ~0u && desc->u.Texture2DMSArray.FirstArraySlice < layer_count)
                 desc->u.Texture2DMSArray.ArraySize = layer_count - desc->u.Texture2DMSArray.FirstArraySlice;
             break;
 
@@ -411,23 +411,23 @@ static HRESULT normalize_rtv_desc(D3D11_RENDER_TARGET_VIEW_DESC *desc, ID3D11Res
     switch (desc->ViewDimension)
     {
         case D3D11_RTV_DIMENSION_TEXTURE1DARRAY:
-            if (desc->u.Texture1DArray.ArraySize == -1 && desc->u.Texture1DArray.FirstArraySlice < layer_count)
+            if (desc->u.Texture1DArray.ArraySize == ~0u && desc->u.Texture1DArray.FirstArraySlice < layer_count)
                 desc->u.Texture1DArray.ArraySize = layer_count - desc->u.Texture1DArray.ArraySize;
             break;
 
         case D3D11_RTV_DIMENSION_TEXTURE2DARRAY:
-            if (desc->u.Texture2DArray.ArraySize == -1 && desc->u.Texture2DArray.FirstArraySlice < layer_count)
+            if (desc->u.Texture2DArray.ArraySize == ~0u && desc->u.Texture2DArray.FirstArraySlice < layer_count)
                 desc->u.Texture2DArray.ArraySize = layer_count - desc->u.Texture2DArray.FirstArraySlice;
             break;
 
         case D3D11_RTV_DIMENSION_TEXTURE2DMSARRAY:
-            if (desc->u.Texture2DMSArray.ArraySize == -1 && desc->u.Texture2DMSArray.FirstArraySlice < layer_count)
+            if (desc->u.Texture2DMSArray.ArraySize == ~0u && desc->u.Texture2DMSArray.FirstArraySlice < layer_count)
                 desc->u.Texture2DMSArray.ArraySize = layer_count - desc->u.Texture2DMSArray.FirstArraySlice;
             break;
 
         case D3D11_RTV_DIMENSION_TEXTURE3D:
             layer_count = max(1, layer_count >> desc->u.Texture3D.MipSlice);
-            if (desc->u.Texture3D.WSize == -1 && desc->u.Texture3D.FirstWSlice < layer_count)
+            if (desc->u.Texture3D.WSize == ~0u && desc->u.Texture3D.FirstWSlice < layer_count)
                 desc->u.Texture3D.WSize = layer_count - desc->u.Texture3D.FirstWSlice;
             break;
 
@@ -650,48 +650,48 @@ static HRESULT normalize_srv_desc(D3D11_SHADER_RESOURCE_VIEW_DESC *desc, ID3D11R
     switch (desc->ViewDimension)
     {
         case D3D11_SRV_DIMENSION_TEXTURE1D:
-            if (desc->u.Texture1D.MipLevels == -1 && desc->u.Texture1D.MostDetailedMip < miplevel_count)
+            if (desc->u.Texture1D.MipLevels == ~0u && desc->u.Texture1D.MostDetailedMip < miplevel_count)
                 desc->u.Texture1D.MipLevels = miplevel_count - desc->u.Texture1D.MostDetailedMip;
             break;
 
         case D3D11_SRV_DIMENSION_TEXTURE1DARRAY:
-            if (desc->u.Texture1DArray.MipLevels == -1 && desc->u.Texture1DArray.MostDetailedMip < miplevel_count)
+            if (desc->u.Texture1DArray.MipLevels == ~0u && desc->u.Texture1DArray.MostDetailedMip < miplevel_count)
                 desc->u.Texture1DArray.MipLevels = miplevel_count - desc->u.Texture1DArray.MostDetailedMip;
-            if (desc->u.Texture1DArray.ArraySize == -1 && desc->u.Texture1DArray.FirstArraySlice < miplevel_count)
+            if (desc->u.Texture1DArray.ArraySize == ~0u && desc->u.Texture1DArray.FirstArraySlice < miplevel_count)
                 desc->u.Texture1DArray.ArraySize = layer_count - desc->u.Texture1DArray.FirstArraySlice;
             break;
 
         case D3D11_SRV_DIMENSION_TEXTURE2D:
-            if (desc->u.Texture2D.MipLevels == -1 && desc->u.Texture2D.MostDetailedMip < miplevel_count)
+            if (desc->u.Texture2D.MipLevels == ~0u && desc->u.Texture2D.MostDetailedMip < miplevel_count)
                 desc->u.Texture2D.MipLevels = miplevel_count - desc->u.Texture2D.MostDetailedMip;
             break;
 
         case D3D11_SRV_DIMENSION_TEXTURE2DARRAY:
-            if (desc->u.Texture2DArray.MipLevels == -1 && desc->u.Texture2DArray.MostDetailedMip < miplevel_count)
+            if (desc->u.Texture2DArray.MipLevels == ~0u && desc->u.Texture2DArray.MostDetailedMip < miplevel_count)
                 desc->u.Texture2DArray.MipLevels = miplevel_count - desc->u.Texture2DArray.MostDetailedMip;
-            if (desc->u.Texture2DArray.ArraySize == -1 && desc->u.Texture2DArray.FirstArraySlice < layer_count)
+            if (desc->u.Texture2DArray.ArraySize == ~0u && desc->u.Texture2DArray.FirstArraySlice < layer_count)
                 desc->u.Texture2DArray.ArraySize = layer_count - desc->u.Texture2DArray.FirstArraySlice;
             break;
 
         case D3D11_SRV_DIMENSION_TEXTURE2DMSARRAY:
-            if (desc->u.Texture2DMSArray.ArraySize == -1 && desc->u.Texture2DMSArray.FirstArraySlice < layer_count)
+            if (desc->u.Texture2DMSArray.ArraySize == ~0u && desc->u.Texture2DMSArray.FirstArraySlice < layer_count)
                 desc->u.Texture2DMSArray.ArraySize = layer_count - desc->u.Texture2DMSArray.FirstArraySlice;
             break;
 
         case D3D11_SRV_DIMENSION_TEXTURE3D:
-            if (desc->u.Texture3D.MipLevels == -1 && desc->u.Texture3D.MostDetailedMip < miplevel_count)
+            if (desc->u.Texture3D.MipLevels == ~0u && desc->u.Texture3D.MostDetailedMip < miplevel_count)
                 desc->u.Texture3D.MipLevels = miplevel_count - desc->u.Texture3D.MostDetailedMip;
             break;
 
         case D3D11_SRV_DIMENSION_TEXTURECUBE:
-            if (desc->u.TextureCube.MipLevels == -1 && desc->u.TextureCube.MostDetailedMip < miplevel_count)
+            if (desc->u.TextureCube.MipLevels == ~0u && desc->u.TextureCube.MostDetailedMip < miplevel_count)
                 desc->u.TextureCube.MipLevels = miplevel_count - desc->u.TextureCube.MostDetailedMip;
             break;
 
         case D3D11_SRV_DIMENSION_TEXTURECUBEARRAY:
-            if (desc->u.TextureCubeArray.MipLevels == -1 && desc->u.TextureCubeArray.MostDetailedMip < miplevel_count)
+            if (desc->u.TextureCubeArray.MipLevels == ~0u && desc->u.TextureCubeArray.MostDetailedMip < miplevel_count)
                 desc->u.TextureCubeArray.MipLevels = miplevel_count - desc->u.TextureCubeArray.MostDetailedMip;
-            if (desc->u.TextureCubeArray.NumCubes == -1 && desc->u.TextureCubeArray.First2DArrayFace < layer_count)
+            if (desc->u.TextureCubeArray.NumCubes == ~0u && desc->u.TextureCubeArray.First2DArrayFace < layer_count)
                 desc->u.TextureCubeArray.NumCubes = (layer_count - desc->u.TextureCubeArray.First2DArrayFace) / 6;
             break;
 




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