const struct pipe_shader_state *state)
{
struct draw_geometry_shader *gs;
- int i;
+ unsigned i;
gs = CALLOC_STRUCT(draw_geometry_shader);
/*#define DEBUG_OUTPUTS 1*/
static INLINE void
draw_geometry_fetch_outputs(struct draw_geometry_shader *shader,
- int num_primitives,
+ unsigned num_primitives,
float (**p_output)[4])
{
struct tgsi_exec_machine *machine = shader->machine;
const struct vertex_header *v1 )
{
uint attr;
- int num_outputs = draw_current_shader_outputs(draw);
+ uint num_outputs = draw_current_shader_outputs(draw);
for (attr = 0; attr < num_outputs; attr++) {
const float *val0 = v0->data[attr];
const float *val1 = v1->data[attr];
if (max_index - min_index > icount - 1)
return FALSE;
- if (elt_bias < 0 && min_index < -elt_bias)
+ if (elt_bias < 0 && (int) min_index < -elt_bias)
return FALSE;
/* why this check? */
}
else {
if (spoken) {
- if (ib[ispoken] < -ibias)
+ if ((int) ib[ispoken] < -ibias)
return;
ADD_CACHE(vsplit, ib[ispoken] + ibias);
}
for (i = spoken; i < icount; i++) {
- if (ib[istart + i] < -ibias)
+ if ((int) ib[istart + i] < -ibias)
return;
ADD_CACHE(vsplit, ib[istart + i] + ibias);
}
if (close) {
- if (ib[iclose] < -ibias)
+ if ((int) ib[iclose] < -ibias)
return;
ADD_CACHE(vsplit, ib[iclose] + ibias);
}