diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/mesa/main/fbobject.c | 2 | ||||
-rw-r--r-- | src/mesa/main/teximage.c | 12 |
2 files changed, 7 insertions, 7 deletions
diff --git a/src/mesa/main/fbobject.c b/src/mesa/main/fbobject.c index de1b524c0b..0e6f69f573 100644 --- a/src/mesa/main/fbobject.c +++ b/src/mesa/main/fbobject.c @@ -954,7 +954,7 @@ renderbuffer_storage(GLenum target, GLenum internalFormat, /* NumSamples == 0 indicates non-multisampling */ samples = 0; } - else if (samples > ctx->Const.MaxSamples) { + else if (samples > (GLsizei) ctx->Const.MaxSamples) { /* note: driver may choose to use more samples than what's requested */ _mesa_error(ctx, GL_INVALID_VALUE, "%s(samples)", func); return; diff --git a/src/mesa/main/teximage.c b/src/mesa/main/teximage.c index 76273b0267..da3c6f9841 100644 --- a/src/mesa/main/teximage.c +++ b/src/mesa/main/teximage.c @@ -3224,8 +3224,8 @@ compressed_subtexture_error_check2(GLcontext *ctx, GLuint dims, } if (((width == 1 || width == 2) && - (GLuint) width != texImage->Width) || - (width > texImage->Width)) { + width != (GLsizei) texImage->Width) || + (width > (GLsizei) texImage->Width)) { _mesa_error(ctx, GL_INVALID_VALUE, "glCompressedTexSubImage%uD(width=%d)", dims, width); return GL_TRUE; @@ -3233,8 +3233,8 @@ compressed_subtexture_error_check2(GLcontext *ctx, GLuint dims, if (dims >= 2) { if (((height == 1 || height == 2) && - (GLuint) height != texImage->Height) || - (height > texImage->Height)) { + height != (GLsizei) texImage->Height) || + (height > (GLsizei) texImage->Height)) { _mesa_error(ctx, GL_INVALID_VALUE, "glCompressedTexSubImage%uD(height=%d)", dims, height); return GL_TRUE; @@ -3243,8 +3243,8 @@ compressed_subtexture_error_check2(GLcontext *ctx, GLuint dims, if (dims >= 3) { if (((depth == 1 || depth == 2) && - (GLuint) depth != texImage->Depth) || - (depth > texImage->Depth)) { + depth != (GLsizei) texImage->Depth) || + (depth > (GLsizei) texImage->Depth)) { _mesa_error(ctx, GL_INVALID_VALUE, "glCompressedTexSubImage%uD(depth=%d)", dims, depth); return GL_TRUE; |