Commit fdba8b85 authored by Andrew Talbot's avatar Andrew Talbot Committed by Alexandre Julliard

wined3d: Sign-compare warnings fix.

parent cf9f9af6
...@@ -191,7 +191,7 @@ static void context_check_fbo_status(IWineD3DDevice *iface) ...@@ -191,7 +191,7 @@ static void context_check_fbo_status(IWineD3DDevice *iface)
TRACE("FBO complete\n"); TRACE("FBO complete\n");
} else { } else {
IWineD3DSurfaceImpl *attachment; IWineD3DSurfaceImpl *attachment;
int i; unsigned int i;
FIXME("FBO status %s (%#x)\n", debug_fbostatus(status), status); FIXME("FBO status %s (%#x)\n", debug_fbostatus(status), status);
/* Dump the FBO attachments */ /* Dump the FBO attachments */
...@@ -446,7 +446,8 @@ static WineD3DContext *AddContextToArray(IWineD3DDeviceImpl *This, HWND win_hand ...@@ -446,7 +446,8 @@ static WineD3DContext *AddContextToArray(IWineD3DDeviceImpl *This, HWND win_hand
/* This function takes care of WineD3D pixel format selection. */ /* 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) 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 redBits, greenBits, blueBits, alphaBits, colorBits;
short depthBits=0, stencilBits=0; short depthBits=0, stencilBits=0;
...@@ -1214,7 +1215,7 @@ static inline void SetupForBlit(IWineD3DDeviceImpl *This, WineD3DContext *contex ...@@ -1214,7 +1215,7 @@ static inline void SetupForBlit(IWineD3DDeviceImpl *This, WineD3DContext *contex
* *
*****************************************************************************/ *****************************************************************************/
static WineD3DContext *findThreadContextForSwapChain(IWineD3DSwapChain *swapchain, DWORD tid) { static WineD3DContext *findThreadContextForSwapChain(IWineD3DSwapChain *swapchain, DWORD tid) {
int i; unsigned int i;
for(i = 0; i < ((IWineD3DSwapChainImpl *) swapchain)->num_contexts; i++) { for(i = 0; i < ((IWineD3DSwapChainImpl *) swapchain)->num_contexts; i++) {
if(((IWineD3DSwapChainImpl *) swapchain)->context[i]->tid == tid) { if(((IWineD3DSwapChainImpl *) swapchain)->context[i]->tid == tid) {
...@@ -1475,8 +1476,7 @@ static void apply_draw_buffer(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ...@@ -1475,8 +1476,7 @@ static void apply_draw_buffer(IWineD3DDeviceImpl *This, IWineD3DSurface *target,
*****************************************************************************/ *****************************************************************************/
void ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ContextUsage usage) { void ActivateContext(IWineD3DDeviceImpl *This, IWineD3DSurface *target, ContextUsage usage) {
DWORD tid = GetCurrentThreadId(); DWORD tid = GetCurrentThreadId();
int i; DWORD i, dirtyState, idx;
DWORD dirtyState, idx;
BYTE shift; BYTE shift;
WineD3DContext *context; WineD3DContext *context;
const struct StateEntry *StateTable = This->StateTable; const struct StateEntry *StateTable = This->StateTable;
......
...@@ -1152,8 +1152,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateCubeTexture(IWineD3DDevice *iface ...@@ -1152,8 +1152,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateCubeTexture(IWineD3DDevice *iface
if(hr!= WINED3D_OK) { if(hr!= WINED3D_OK) {
/* clean up */ /* clean up */
int k; unsigned int k;
int l; unsigned int l;
for (l = 0; l < j; l++) { for (l = 0; l < j; l++) {
IWineD3DSurface_Release(object->surfaces[l][i]); IWineD3DSurface_Release(object->surfaces[l][i]);
} }
...@@ -1573,7 +1573,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateSwapChain(IWineD3DDevice* iface, ...@@ -1573,7 +1573,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateSwapChain(IWineD3DDevice* iface,
* Create the back, front and stencil buffers * Create the back, front and stencil buffers
*******************/ *******************/
if(object->presentParms.BackBufferCount > 0) { if(object->presentParms.BackBufferCount > 0) {
int i; UINT i;
object->backBuffer = HeapAlloc(GetProcessHeap(), 0, sizeof(IWineD3DSurface *) * object->presentParms.BackBufferCount); object->backBuffer = HeapAlloc(GetProcessHeap(), 0, sizeof(IWineD3DSurface *) * object->presentParms.BackBufferCount);
if(!object->backBuffer) { if(!object->backBuffer) {
...@@ -1667,7 +1667,7 @@ error: ...@@ -1667,7 +1667,7 @@ error:
} }
if (object->backBuffer) { if (object->backBuffer) {
int i; UINT i;
for(i = 0; i < object->presentParms.BackBufferCount; i++) { for(i = 0; i < object->presentParms.BackBufferCount; i++) {
if(object->backBuffer[i]) { if(object->backBuffer[i]) {
IWineD3DSurface_GetParent(object->backBuffer[i], &bufferParent); IWineD3DSurface_GetParent(object->backBuffer[i], &bufferParent);
...@@ -3623,7 +3623,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantF( ...@@ -3623,7 +3623,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantF(
UINT count) { UINT count) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
int i; UINT i;
TRACE("(iface %p, srcData %p, start %d, count %d)\n", TRACE("(iface %p, srcData %p, start %d, count %d)\n",
iface, srcData, start, count); iface, srcData, start, count);
...@@ -3663,7 +3663,7 @@ CONST float *srcData, ...@@ -3663,7 +3663,7 @@ CONST float *srcData,
UINT count) { UINT count) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
int i; UINT i;
TRACE("(iface %p, srcData %p, start %d, count %d)\n", TRACE("(iface %p, srcData %p, start %d, count %d)\n",
iface, srcData, start, count); iface, srcData, start, count);
...@@ -4052,7 +4052,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantF( ...@@ -4052,7 +4052,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantF(
UINT count) { UINT count) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
int i; UINT i;
TRACE("(iface %p, srcData %p, start %d, count %d)\n", TRACE("(iface %p, srcData %p, start %d, count %d)\n",
iface, srcData, start, count); iface, srcData, start, count);
...@@ -4092,7 +4092,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantF_DirtyConst( ...@@ -4092,7 +4092,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantF_DirtyConst(
UINT count) { UINT count) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
int i; UINT i;
TRACE("(iface %p, srcData %p, start %d, count %d)\n", TRACE("(iface %p, srcData %p, start %d, count %d)\n",
iface, srcData, start, count); iface, srcData, start, count);
...@@ -4148,7 +4148,7 @@ process_vertices_strided(IWineD3DDeviceImpl *This, DWORD dwDestIndex, DWORD dwCo ...@@ -4148,7 +4148,7 @@ process_vertices_strided(IWineD3DDeviceImpl *This, DWORD dwDestIndex, DWORD dwCo
WINED3DVIEWPORT vp; WINED3DVIEWPORT vp;
WINED3DMATRIX mat, proj_mat, view_mat, world_mat; WINED3DMATRIX mat, proj_mat, view_mat, world_mat;
BOOL doClip; BOOL doClip;
int numTextures; DWORD numTextures;
if (lpStrideData->u.s.normal.lpData) { if (lpStrideData->u.s.normal.lpData) {
WARN(" lighting state not saved yet... Some strange stuff may happen !\n"); WARN(" lighting state not saved yet... Some strange stuff may happen !\n");
...@@ -7187,7 +7187,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Reset(IWineD3DDevice* iface, WINED3DPRE ...@@ -7187,7 +7187,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_Reset(IWineD3DDevice* iface, WINED3DPRE
pPresentationParameters->BackBufferHeight != swapchain->presentParms.BackBufferHeight)) pPresentationParameters->BackBufferHeight != swapchain->presentParms.BackBufferHeight))
{ {
WINED3DVIEWPORT vp; WINED3DVIEWPORT vp;
int i; UINT i;
vp.X = 0; vp.X = 0;
vp.Y = 0; vp.Y = 0;
......
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