wined3d: Sign-compare warnings fix
Andrew Talbot
andrew.talbot at talbotville.com
Thu Nov 20 16:13:48 CST 2008
Changelog:
wined3d: Sign-compare warnings fix.
diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c
index 62a4bf4..acfe36b 100644
--- a/dlls/wined3d/context.c
+++ b/dlls/wined3d/context.c
@@ -191,7 +191,7 @@ static void context_check_fbo_status(IWineD3DDevice *iface)
TRACE("FBO complete\n");
} else {
IWineD3DSurfaceImpl *attachment;
- int i;
+ unsigned int i;
FIXME("FBO status %s (%#x)\n", debug_fbostatus(status), status);
/* Dump the FBO attachments */
@@ -446,7 +446,8 @@ static WineD3DContext *AddContextToArray(IWineD3DDeviceImpl *This, HWND win_hand
/* This function takes care of WineD3D pixel format selection. */
static int WineD3D_ChoosePixelFormat(IWineD3DDeviceImpl *This, HDC hdc, WINED3DFORMAT ColorFormat, WINED3DFORMAT DepthStencilFormat, BOOL auxBuffers, int numSamples, BOOL pbuffer, BOOL findCompatible)
{
- int iPixelFormat=0, matchtry;
+ int iPixelFormat=0;
+ unsigned int matchtry;
short redBits, greenBits, blueBits, alphaBits, colorBits;
short depthBits=0, stencilBits=0;
@@ -1214,7 +1215,7 @@ static inline void SetupForBlit(IWineD3DDeviceImpl *This, WineD3DContext *contex
*
*****************************************************************************/
static WineD3DContext *findThreadContextForSwapChain(IWineD3DSwapChain *swapchain, DWORD tid) {
- int i;
+ unsigned int i;
for(i = 0; i < ((IWineD3DSwapChainImpl *) swapchain)->num_contexts; i++) {
if(((IWineD3DSwapChainImpl *) swapchain)->context[i]->tid == tid) {
@@ -1475,8 +1476,7 @@ static void apply_draw_buffer(IWineD3DDeviceImpl *This, IWineD3DSurface *target,
*****************************************************************************/
void ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ContextUsage usage) {
DWORD tid = GetCurrentThreadId();
- int i;
- DWORD dirtyState, idx;
+ DWORD i, dirtyState, idx;
BYTE shift;
WineD3DContext *context;
const struct StateEntry *StateTable = This->StateTable;
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 83bc436..0cb539b 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -1152,8 +1152,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateCubeTexture(IWineD3DDevice *iface
if(hr!= WINED3D_OK) {
/* clean up */
- int k;
- int l;
+ unsigned int k;
+ unsigned int l;
for (l = 0; l < j; l++) {
IWineD3DSurface_Release(object->surfaces[l][i]);
}
@@ -1573,7 +1573,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateSwapChain(IWineD3DDevice* iface,
* Create the back, front and stencil buffers
*******************/
if(object->presentParms.BackBufferCount > 0) {
- int i;
+ UINT i;
object->backBuffer = HeapAlloc(GetProcessHeap(), 0, sizeof(IWineD3DSurface *) * object->presentParms.BackBufferCount);
if(!object->backBuffer) {
@@ -1667,7 +1667,7 @@ error:
}
if (object->backBuffer) {
- int i;
+ UINT i;
for(i = 0; i < object->presentParms.BackBufferCount; i++) {
if(object->backBuffer[i]) {
IWineD3DSurface_GetParent(object->backBuffer[i], &bufferParent);
@@ -3623,7 +3623,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantF(
UINT count) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
- int i;
+ UINT i;
TRACE("(iface %p, srcData %p, start %d, count %d)\n",
iface, srcData, start, count);
@@ -3663,7 +3663,7 @@ CONST float *srcData,
UINT count) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
- int i;
+ UINT i;
TRACE("(iface %p, srcData %p, start %d, count %d)\n",
iface, srcData, start, count);
@@ -4052,7 +4052,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantF(
UINT count) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
- int i;
+ UINT i;
TRACE("(iface %p, srcData %p, start %d, count %d)\n",
iface, srcData, start, count);
@@ -4092,7 +4092,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantF_DirtyConst(
UINT count) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
- int i;
+ UINT i;
TRACE("(iface %p, srcData %p, start %d, count %d)\n",
iface, srcData, start, count);
@@ -4148,7 +4148,7 @@ process_vertices_strided(IWineD3DDeviceImpl *This, DWORD dwDestIndex, DWORD dwCo
WINED3DVIEWPORT vp;
WINED3DMATRIX mat, proj_mat, view_mat, world_mat;
BOOL doClip;
- int numTextures;
+ DWORD numTextures;
if (lpStrideData->u.s.normal.lpData) {
WARN(" lighting state not saved yet... Some strange stuff may happen !\n");
@@ -7187,7 +7187,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Reset(IWineD3DDevice* iface, WINED3DPRE
pPresentationParameters->BackBufferHeight != swapchain->presentParms.BackBufferHeight))
{
WINED3DVIEWPORT vp;
- int i;
+ UINT i;
vp.X = 0;
vp.Y = 0;
More information about the wine-patches
mailing list