diff --git a/src/vrend_renderer.c b/src/vrend_renderer.c index d976e1f..be77df8 100644 --- a/src/vrend_renderer.c +++ b/src/vrend_renderer.c @@ -162,7 +162,7 @@ struct vrend_linked_shader_program { GLuint *ubo_locs[PIPE_SHADER_TYPES]; GLuint vs_ws_adjust_loc; - GLuint fs_stipple_loc; + GLint fs_stipple_loc; GLuint clip_locs[8]; }; @@ -2265,7 +2265,7 @@ static int vrend_shader_select(struct vrend_context *ctx, return 0; } -static void *vrend_create_shader_state(struct vrend_context *ctx, +static void *vrend_create_shader_state(UNUSED struct vrend_context *ctx, const struct pipe_stream_output_info *so_info, unsigned pipe_shader_type) { @@ -2699,7 +2699,7 @@ static void vrend_draw_bind_vertex_legacy(struct vrend_context *ctx, num_enable = va->count; enable_bitmask = 0; disable_bitmask = ~((1ull << num_enable) - 1); - for (i = 0; i < va->count; i++) { + for (i = 0; i < (int)va->count; i++) { struct vrend_vertex_element *ve = &va->elements[i]; int vbo_index = ve->base.vertex_buffer_index; struct vrend_resource *res; @@ -2856,7 +2856,7 @@ static void vrend_draw_bind_samplers(struct vrend_context *ctx) glActiveTexture(GL_TEXTURE0 + sampler_id); if (texture) { - int id; + GLuint id; GLenum target = texture->target; if (texture->is_buffer) { @@ -2947,7 +2947,7 @@ void vrend_draw_vbo(struct vrend_context *ctx, { int i; bool new_program = false; - uint32_t shader_type; + int32_t shader_type; struct vrend_resource *indirect_res = NULL; if (ctx->in_error) @@ -3001,11 +3001,11 @@ void vrend_draw_vbo(struct vrend_context *ctx, return; } same_prog = true; - if (ctx->sub->shaders[PIPE_SHADER_VERTEX]->current->id != ctx->sub->prog_ids[PIPE_SHADER_VERTEX]) + if (ctx->sub->shaders[PIPE_SHADER_VERTEX]->current->id != (GLuint)ctx->sub->prog_ids[PIPE_SHADER_VERTEX]) same_prog = false; - if (ctx->sub->shaders[PIPE_SHADER_FRAGMENT]->current->id != ctx->sub->prog_ids[PIPE_SHADER_FRAGMENT]) + if (ctx->sub->shaders[PIPE_SHADER_FRAGMENT]->current->id != (GLuint)ctx->sub->prog_ids[PIPE_SHADER_FRAGMENT]) same_prog = false; - if (ctx->sub->shaders[PIPE_SHADER_GEOMETRY] && ctx->sub->shaders[PIPE_SHADER_GEOMETRY]->current->id != ctx->sub->prog_ids[PIPE_SHADER_GEOMETRY]) + if (ctx->sub->shaders[PIPE_SHADER_GEOMETRY] && ctx->sub->shaders[PIPE_SHADER_GEOMETRY]->current->id != (GLuint)ctx->sub->prog_ids[PIPE_SHADER_GEOMETRY]) same_prog = false; if (!same_prog) {