y1 = y + height * ctx->Pixel.ZoomY;
/* convert Z from [0,1] to [-1,-1] to match viewport Z scale/bias */
- z = z * 2.0 - 1.0;
+ z = z * 2.0f - 1.0f;
draw_quad(ctx, x0, y0, z, x1, y1, color, invertTex,
normalized ? ((GLfloat) width / sv[0]->texture->width0) : (GLfloat)width,
clamp_size(struct pipe_context *pipe, GLsizei *width, GLsizei *height,
struct gl_pixelstore_attrib *unpack)
{
- const unsigned maxSize =
+ const int maxSize =
1 << (pipe->screen->get_param(pipe->screen,
PIPE_CAP_MAX_TEXTURE_2D_LEVELS) - 1);