wined3d: Avoid signed-unsigned integer comparisons
Andrew Talbot
andrew.talbot at talbotville.com
Mon Mar 4 17:01:12 CST 2013
Changelog:
wined3d: Avoid signed-unsigned integer comparisons.
diff --git a/dlls/wined3d/directx.c b/dlls/wined3d/directx.c
index acdcc57..4093f7a 100644
--- a/dlls/wined3d/directx.c
+++ b/dlls/wined3d/directx.c
@@ -2247,7 +2247,7 @@ static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *
* memory behind our backs if really needed. Note that the amount of video
* memory can be overruled using a registry setting. */
- int i;
+ unsigned int i;
enum wined3d_pci_device device;
for (i = 0; i < (sizeof(card_vendor_table) / sizeof(*card_vendor_table)); ++i)
@@ -5014,7 +5014,7 @@ static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
static void wined3d_adapter_init_fb_cfgs(struct wined3d_adapter *adapter, HDC dc)
{
const struct wined3d_gl_info *gl_info = &adapter->gl_info;
- unsigned int i;
+ int i;
if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
{
diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c
index 51a7578..a3589b1 100644
--- a/dlls/wined3d/surface.c
+++ b/dlls/wined3d/surface.c
@@ -3763,7 +3763,7 @@ static HRESULT _Blt_ColorFill(BYTE *buf, unsigned int width, unsigned int height
unsigned int bpp, UINT pitch, DWORD color)
{
BYTE *first;
- int x, y;
+ unsigned int x, y;
/* Do first row */
@@ -4842,7 +4842,6 @@ static void fb_copy_to_texture_direct(struct wined3d_surface *dst_surface, struc
struct wined3d_device *device = dst_surface->resource.device;
const struct wined3d_gl_info *gl_info;
float xrel, yrel;
- UINT row;
struct wined3d_context *context;
BOOL upsidedown = FALSE;
RECT dst_rect = *dst_rect_in;
@@ -4910,6 +4909,7 @@ static void fb_copy_to_texture_direct(struct wined3d_surface *dst_surface, struc
}
else
{
+ LONG row;
UINT yoffset = src_surface->resource.height - src_rect->top + dst_rect.top - 1;
/* I have to process this row by row to swap the image,
* otherwise it would be upside down, so stretching in y direction
@@ -4923,7 +4923,7 @@ static void fb_copy_to_texture_direct(struct wined3d_surface *dst_surface, struc
/* Well, that stuff works, but it's very slow.
* find a better way instead
*/
- UINT col;
+ LONG col;
for (col = dst_rect.left; col < dst_rect.right; ++col)
{
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