*/
for (unsigned j = 0; j < num_elements; j++) {
while ((slot_end < MAX_VARYING * 4u) &&
- ((reserved_slots & (1u << *location / 4u) ||
- (reserved_slots & (1u << slot_end / 4u))))) {
+ ((reserved_slots & (UINT64_C(1) << *location / 4u) ||
+ (reserved_slots & (UINT64_C(1) << slot_end / 4u))))) {
*location = ALIGN(*location + 1, 4);
slot_end = *location;
->count_attribute_slots(stage->Stage == MESA_SHADER_VERTEX);
for (unsigned i = 0; i < num_elements; i++) {
if (var_slot >= 0 && var_slot < MAX_VARYING)
- slots |= 1u << var_slot;
+ slots |= UINT64_C(1) << var_slot;
var_slot += 1;
}
}