Fixing signed/unsigned comparisons

This commit is contained in:
Bradley Austin Davis 2015-08-05 13:47:36 -07:00
parent 754bf5c6f7
commit 649b9d6ce9
3 changed files with 9 additions and 9 deletions

View file

@ -336,7 +336,7 @@ protected:
// Uniform Stage
void do_setUniformBuffer(Batch& batch, uint32 paramOffset);
void releaseUniformBuffer(int slot);
void releaseUniformBuffer(uint32_t slot);
void resetUniformStage();
struct UniformStageState {
Buffers _buffers;
@ -349,7 +349,7 @@ protected:
// Resource Stage
void do_setResourceTexture(Batch& batch, uint32 paramOffset);
void releaseResourceTexture(int slot);
void releaseResourceTexture(uint32_t slot);
void resetResourceStage();
struct ResourceStageState {
Textures _textures;

View file

@ -81,7 +81,7 @@ void GLBackend::killInput() {
}
void GLBackend::syncInputStateCache() {
for (int i = 0; i < _input._attributeActivation.size(); i++) {
for (uint32_t i = 0; i < _input._attributeActivation.size(); i++) {
GLint active = 0;
glGetVertexAttribiv(i, GL_VERTEX_ATTRIB_ARRAY_ENABLED, &active);
_input._attributeActivation[i] = active;
@ -244,7 +244,7 @@ void GLBackend::resetInputStage() {
glBindBuffer(GL_ARRAY_BUFFER, 0);
for (int i = 0; i < _input._attributeActivation.size(); i++) {
for (uint32_t i = 0; i < _input._attributeActivation.size(); i++) {
glDisableVertexAttribArray(i);
glVertexAttribPointer(i, 4, GL_FLOAT, GL_FALSE, 0, 0);
}
@ -254,7 +254,7 @@ void GLBackend::resetInputStage() {
_input._invalidFormat = false;
_input._attributeActivation.reset();
for (int i = 0; i < _input._buffers.size(); i++) {
for (uint32_t i = 0; i < _input._buffers.size(); i++) {
_input._buffers[i].reset();
_input._bufferOffsets[i] = 0;
_input._bufferStrides[i] = 0;

View file

@ -147,7 +147,7 @@ void GLBackend::resetPipelineStage() {
}
void GLBackend::releaseUniformBuffer(int slot) {
void GLBackend::releaseUniformBuffer(uint32_t slot) {
#if (GPU_FEATURE_PROFILE == GPU_CORE)
auto& buf = _uniform._buffers[slot];
if (buf) {
@ -164,7 +164,7 @@ void GLBackend::releaseUniformBuffer(int slot) {
}
void GLBackend::resetUniformStage() {
for (int i = 0; i < _uniform._buffers.size(); i++) {
for (uint32_t i = 0; i < _uniform._buffers.size(); i++) {
releaseUniformBuffer(i);
}
}
@ -217,7 +217,7 @@ void GLBackend::do_setUniformBuffer(Batch& batch, uint32 paramOffset) {
#endif
}
void GLBackend::releaseResourceTexture(int slot) {
void GLBackend::releaseResourceTexture(uint32_t slot) {
auto& tex = _resource._textures[slot];
if (tex) {
auto* object = Backend::getGPUObject<GLBackend::GLTexture>(*tex);
@ -234,7 +234,7 @@ void GLBackend::releaseResourceTexture(int slot) {
}
void GLBackend::resetResourceStage() {
for (int i = 0; i < _resource._textures.size(); i++) {
for (uint32_t i = 0; i < _resource._textures.size(); i++) {
releaseResourceTexture(i);
}
}