From 0f320cada4e383a6a0fd55742c183ecc8346d03d Mon Sep 17 00:00:00 2001 From: Dave Airlie Date: Mon, 21 May 2018 12:59:39 +1000 Subject: [PATCH] renderer: fix sign mismatches. just casting to GLint* is fine for these Reviewed-by: Elie Tournier --- src/vrend_renderer.c | 18 +++++++++--------- 1 file changed, 9 insertions(+), 9 deletions(-) diff --git a/src/vrend_renderer.c b/src/vrend_renderer.c index 018db40..5cba704 100644 --- a/src/vrend_renderer.c +++ b/src/vrend_renderer.c @@ -6823,7 +6823,7 @@ static void vrend_renderer_fill_caps_gles(uint32_t set, uint32_t version, caps->v2.max_smooth_line_width = 0.0f; glGetFloatv(GL_MAX_TEXTURE_LOD_BIAS, &caps->v2.max_texture_lod_bias); - glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &caps->v2.max_vertex_attribs); + glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, (GLint*)&caps->v2.max_vertex_attribs); glGetIntegerv(GL_MAX_VERTEX_OUTPUT_COMPONENTS, &max); caps->v2.max_vertex_outputs = max / 4; @@ -6839,10 +6839,10 @@ static void vrend_renderer_fill_caps_gles(uint32_t set, uint32_t version, glGetIntegerv(GL_MIN_PROGRAM_TEXEL_OFFSET, &caps->v2.min_texel_offset); glGetIntegerv(GL_MAX_PROGRAM_TEXEL_OFFSET, &caps->v2.max_texel_offset); - glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &caps->v2.uniform_buffer_offset_alignment); + glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, (GLint*)&caps->v2.uniform_buffer_offset_alignment); if (gles_ver >= 31) - glGetIntegerv(GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT, &caps->v2.shader_buffer_offset_alignment); + glGetIntegerv(GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT, (GLint*)&caps->v2.shader_buffer_offset_alignment); /* Not available on GLES */ caps->v2.texture_buffer_offset_alignment = 0; @@ -7019,13 +7019,13 @@ void vrend_renderer_fill_caps(uint32_t set, uint32_t version, caps->v2.max_smooth_line_width = range[1]; glGetFloatv(GL_MAX_TEXTURE_LOD_BIAS, &caps->v2.max_texture_lod_bias); - glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &caps->v2.max_vertex_attribs); + glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, (GLint*)&caps->v2.max_vertex_attribs); glGetIntegerv(GL_MAX_VERTEX_OUTPUT_COMPONENTS, &max); caps->v2.max_vertex_outputs = max / 4; if (gl_ver >= 32) { - glGetIntegerv(GL_MAX_GEOMETRY_OUTPUT_VERTICES, &caps->v2.max_geom_output_vertices); - glGetIntegerv(GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS, &caps->v2.max_geom_total_output_components); + glGetIntegerv(GL_MAX_GEOMETRY_OUTPUT_VERTICES, (GLint*)&caps->v2.max_geom_output_vertices); + glGetIntegerv(GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS, (GLint*)&caps->v2.max_geom_total_output_components); } caps->v2.max_shader_patch_varyings = 0; // until we do tess. @@ -7036,11 +7036,11 @@ void vrend_renderer_fill_caps(uint32_t set, uint32_t version, glGetIntegerv(GL_MIN_PROGRAM_TEXEL_OFFSET, &caps->v2.min_texel_offset); glGetIntegerv(GL_MAX_PROGRAM_TEXEL_OFFSET, &caps->v2.max_texel_offset); - glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &caps->v2.uniform_buffer_offset_alignment); + glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, (GLint*)&caps->v2.uniform_buffer_offset_alignment); if (gl_ver >= 43) { - glGetIntegerv(GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT, &caps->v2.texture_buffer_offset_alignment); - glGetIntegerv(GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT, &caps->v2.shader_buffer_offset_alignment); + glGetIntegerv(GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT, (GLint*)&caps->v2.texture_buffer_offset_alignment); + glGetIntegerv(GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT, (GLint*)&caps->v2.shader_buffer_offset_alignment); } caps->v2.tgsi_invariant = 1;