wined3d: Sign-compare warnings fix (Try 2)
Andrew Talbot
andrew.talbot at talbotville.com
Mon Dec 1 06:02:08 CST 2008
Changelog:
wined3d: Sign-compare warnings fix.
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 6784b96..8f9ec16 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -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 */
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