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-rw-r--r--src/mesa/shader/prog_execute.c6
-rw-r--r--src/mesa/shader/prog_statevars.c10
-rw-r--r--src/mesa/shader/prog_uniform.c2
-rw-r--r--src/mesa/shader/shader_api.c6
4 files changed, 12 insertions, 12 deletions
diff --git a/src/mesa/shader/prog_execute.c b/src/mesa/shader/prog_execute.c
index 8ce2ca3964..abb143c4b9 100644
--- a/src/mesa/shader/prog_execute.c
+++ b/src/mesa/shader/prog_execute.c
@@ -92,7 +92,7 @@ get_register_pointer(const struct prog_src_register *source,
source->File == PROGRAM_CONSTANT ||
source->File == PROGRAM_STATE_VAR);
params = machine->CurProgram->Parameters;
- if (reg < 0 || reg >= params->NumParameters)
+ if (reg < 0 || reg >= (GLint)params->NumParameters)
return ZeroVec;
else
return params->ParameterValues[reg];
@@ -227,7 +227,7 @@ fetch_vector4_deriv(GLcontext * ctx,
const struct gl_program_machine *machine,
char xOrY, GLfloat result[4])
{
- if (source->File == PROGRAM_INPUT && source->Index < machine->NumDeriv) {
+ if (source->File == PROGRAM_INPUT && source->Index < (GLint)machine->NumDeriv) {
const GLint col = machine->CurElement;
const GLfloat w = machine->Attribs[FRAG_ATTRIB_WPOS][col][3];
const GLfloat invQ = 1.0f / w;
@@ -506,7 +506,7 @@ _mesa_execute_program(GLcontext * ctx,
{
const GLuint numInst = program->NumInstructions;
const GLuint maxExec = 10000;
- GLint pc, numExec = 0;
+ GLuint pc, numExec = 0;
machine->CurProgram = program;
diff --git a/src/mesa/shader/prog_statevars.c b/src/mesa/shader/prog_statevars.c
index 44fbfdcd04..8f48155825 100644
--- a/src/mesa/shader/prog_statevars.c
+++ b/src/mesa/shader/prog_statevars.c
@@ -250,7 +250,7 @@ _mesa_fetch_state(GLcontext *ctx, const gl_state_index state[],
value[1] = ctx->Fog.Start;
value[2] = ctx->Fog.End;
value[3] = (ctx->Fog.End == ctx->Fog.Start)
- ? 1.0 : 1.0F / (ctx->Fog.End - ctx->Fog.Start);
+ ? 1.0 : (GLfloat)(1.0 / (ctx->Fog.End - ctx->Fog.Start));
return;
case STATE_CLIPPLANE:
{
@@ -411,7 +411,7 @@ _mesa_fetch_state(GLcontext *ctx, const gl_state_index state[],
if (texObj) {
struct gl_texture_image *texImage = texObj->Image[0][0];
ASSIGN_4V(value, 1.0 / texImage->Width,
- 1.0 / texImage->Height,
+ (GLfloat)(1.0 / texImage->Height),
0.0, 1.0);
}
}
@@ -426,10 +426,10 @@ _mesa_fetch_state(GLcontext *ctx, const gl_state_index state[],
* exp2: 2^-((density/(ln(2)^2) * fogcoord)^2)
*/
value[0] = (ctx->Fog.End == ctx->Fog.Start)
- ? 1.0 : -1.0F / (ctx->Fog.End - ctx->Fog.Start);
+ ? 1.0 : (GLfloat)(-1.0F / (ctx->Fog.End - ctx->Fog.Start));
value[1] = ctx->Fog.End * -value[0];
- value[2] = ctx->Fog.Density * ONE_DIV_LN2;
- value[3] = ctx->Fog.Density * ONE_DIV_SQRT_LN2;
+ value[2] = (GLfloat)(ctx->Fog.Density * ONE_DIV_LN2);
+ value[3] = (GLfloat)(ctx->Fog.Density * ONE_DIV_SQRT_LN2);
return;
case STATE_LIGHT_SPOT_DIR_NORMALIZED: {
diff --git a/src/mesa/shader/prog_uniform.c b/src/mesa/shader/prog_uniform.c
index 20e004b350..d96a916533 100644
--- a/src/mesa/shader/prog_uniform.c
+++ b/src/mesa/shader/prog_uniform.c
@@ -135,7 +135,7 @@ _mesa_longest_uniform_name(const struct gl_uniform_list *list)
GLuint i;
for (i = 0; i < list->NumUniforms; i++) {
GLuint len = _mesa_strlen(list->Uniforms[i].Name);
- if (len > max)
+ if (len > (GLuint)max)
max = len;
}
return max;
diff --git a/src/mesa/shader/shader_api.c b/src/mesa/shader/shader_api.c
index 24ab7568d6..856179e1d5 100644
--- a/src/mesa/shader/shader_api.c
+++ b/src/mesa/shader/shader_api.c
@@ -719,7 +719,7 @@ _mesa_get_attached_shaders(GLcontext *ctx, GLuint program, GLsizei maxCount,
struct gl_shader_program *shProg
= _mesa_lookup_shader_program(ctx, program);
if (shProg) {
- GLint i;
+ GLuint i;
for (i = 0; i < maxCount && i < shProg->NumShaders; i++) {
obj[i] = shProg->Shaders[i]->Name;
}
@@ -893,7 +893,7 @@ _mesa_get_uniformfv(GLcontext *ctx, GLuint program, GLint location,
= _mesa_lookup_shader_program(ctx, program);
if (shProg) {
if (location < shProg->Uniforms->NumUniforms) {
- GLint progPos, i;
+ GLuint progPos, i;
const struct gl_program *prog = NULL;
progPos = shProg->Uniforms->Uniforms[location].VertPos;
@@ -1111,7 +1111,7 @@ set_program_uniform(GLcontext *ctx, struct gl_program *program, GLint location,
}
else {
/* ordinary uniform variable */
- GLint k, i;
+ GLuint k, i;
if (count * elems > program->Parameters->Parameters[location].Size) {
_mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(count too large)");