renderer: fix sign mismatches.

just casting to GLint* is fine for these

Reviewed-by: Elie Tournier <elie.tournier@collabora.com>
macos/master
Dave Airlie 7 years ago
parent 85cb380d0e
commit 0f320cada4
  1. 18
      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;

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