{
int cpp = ( smesa->glCtx->Visual.depthBits +
smesa->glCtx->Visual.stencilBits ) / 8;
- unsigned char *addr;
+ char *addr;
smesa->depth.bpp = cpp * 8;
smesa->depth.pitch = ALIGNMENT(smesa->driDrawable->w * cpp, 4);
addr = (char *)ALIGNMENT((unsigned long)addr, Z_BUFFER_HW_ALIGNMENT);
smesa->depth.map = addr;
- smesa->depth.offset = addr - smesa->FbBase;
+ smesa->depth.offset = addr - (char *)smesa->FbBase;
/* stencil buffer is same as depth buffer */
smesa->stencil.size = smesa->depth.size;
sisAllocBackbuffer( sisContextPtr smesa )
{
int cpp = smesa->bytesPerPixel;
- unsigned char *addr;
+ char *addr;
smesa->back.bpp = smesa->bytesPerPixel * 8;
smesa->back.pitch = ALIGNMENT(smesa->driDrawable->w * cpp, 4);
addr = (char *)ALIGNMENT((unsigned long)addr, DRAW_BUFFER_HW_ALIGNMENT);
smesa->back.map = addr;
- smesa->back.offset = addr - smesa->FbBase;
+ smesa->back.offset = addr - (char *)smesa->FbBase;
}
void
MMIO(REG_3D_PrimitiveSet, smesa->dwPrimitiveSet);
}
while (smesa->vb_last < smesa->vb_cur) {
- sis_emit_func(smesa, smesa->vb_last);
+ sis_emit_func(smesa, (char *)smesa->vb_last);
smesa->vb_last += incr;
}
mWait3DCmdQueue(1);