Commit e382812c authored by Eric Pouech's avatar Eric Pouech Committed by Alexandre Julliard

wined3d: Reduce usage of long integral types in shader.c.

parent 4bf5e48c
......@@ -1884,7 +1884,7 @@ unsigned int shader_find_free_input_register(const struct wined3d_shader_reg_map
return wined3d_log2i(map);
}
static void shader_dump_global_flags(struct wined3d_string_buffer *buffer, DWORD global_flags)
static void shader_dump_global_flags(struct wined3d_string_buffer *buffer, uint32_t global_flags)
{
if (global_flags & WINED3DSGF_REFACTORING_ALLOWED)
{
......@@ -1912,7 +1912,7 @@ static void shader_dump_global_flags(struct wined3d_string_buffer *buffer, DWORD
shader_addline(buffer, "unknown_flags(%#x)", global_flags);
}
static void shader_dump_sync_flags(struct wined3d_string_buffer *buffer, DWORD sync_flags)
static void shader_dump_sync_flags(struct wined3d_string_buffer *buffer, uint32_t sync_flags)
{
if (sync_flags & WINED3DSSF_GLOBAL_UAV)
{
......@@ -1951,7 +1951,7 @@ static void shader_dump_precise_flags(struct wined3d_string_buffer *buffer, uint
shader_addline(buffer, "]");
}
static void shader_dump_uav_flags(struct wined3d_string_buffer *buffer, DWORD uav_flags)
static void shader_dump_uav_flags(struct wined3d_string_buffer *buffer, uint32_t uav_flags)
{
if (uav_flags & WINED3DSUF_GLOBALLY_COHERENT)
{
......@@ -2652,7 +2652,7 @@ HRESULT shader_generate_code(const struct wined3d_shader *shader, struct wined3d
static void shader_dump_ins_modifiers(struct wined3d_string_buffer *buffer,
const struct wined3d_shader_dst_param *dst)
{
DWORD mmask = dst->modifiers;
uint32_t mmask = dst->modifiers;
switch (dst->shift)
{
......@@ -3981,18 +3981,18 @@ void find_ps_compile_args(const struct wined3d_state *state, const struct wined3
{
for (i = 0; i < shader->limits->sampler; ++i)
{
DWORD flags = state->texture_states[i][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS];
uint32_t flags = state->texture_states[i][WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS];
if (flags & WINED3D_TTFF_PROJECTED)
{
DWORD tex_transform = flags & ~WINED3D_TTFF_PROJECTED;
uint32_t tex_transform = flags & ~WINED3D_TTFF_PROJECTED;
if (!state->shader[WINED3D_SHADER_TYPE_VERTEX])
{
enum wined3d_shader_resource_type resource_type = shader->reg_maps.resource_info[i].type;
unsigned int j;
unsigned int index = state->texture_states[i][WINED3D_TSS_TEXCOORD_INDEX];
DWORD max_valid = WINED3D_TTFF_COUNT4;
uint32_t max_valid = WINED3D_TTFF_COUNT4;
for (j = 0; j < state->vertex_declaration->element_count; ++j)
{
......
......@@ -1138,7 +1138,7 @@ struct wined3d_shader_sampler_map
struct wined3d_shader_immediate_constant_buffer
{
unsigned int vec4_count;
DWORD data[MAX_IMMEDIATE_CONSTANT_BUFFER_SIZE];
uint32_t data[MAX_IMMEDIATE_CONSTANT_BUFFER_SIZE];
};
struct wined3d_shader_indexable_temp
......@@ -1266,9 +1266,9 @@ struct wined3d_shader_register
struct wined3d_shader_dst_param
{
struct wined3d_shader_register reg;
DWORD write_mask;
DWORD modifiers;
DWORD shift;
uint32_t write_mask;
uint32_t modifiers;
unsigned int shift;
};
struct wined3d_shader_src_param
......
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