nir: s/uint/unsigned/ to fix MSVC/MinGW build
authorBrian Paul <brianp@vmware.com>
Fri, 30 Mar 2018 04:02:37 +0000 (22:02 -0600)
committerBrian Paul <brianp@vmware.com>
Fri, 30 Mar 2018 14:37:59 +0000 (08:37 -0600)
Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Reviewed-by: Neha Bhende <bhenden@vmware.com>
src/compiler/glsl/glsl_to_nir.cpp
src/compiler/nir/nir_gather_info.c

index c4a6d52a5b2fce619007e6b579574a727b361308..dbb58d82e8f9d49544660afa85773100ed117405 100644 (file)
@@ -369,7 +369,7 @@ nir_visitor::visit(ir_variable *ir)
       /* Mark all the locations that require two slots */
       if (shader->info.stage == MESA_SHADER_VERTEX &&
           glsl_type_is_dual_slot(glsl_without_array(var->type))) {
-         for (uint i = 0; i < glsl_count_attribute_slots(var->type, true); i++) {
+         for (unsigned i = 0; i < glsl_count_attribute_slots(var->type, true); i++) {
             uint64_t bitfield = BITFIELD64_BIT(var->data.location + i);
             shader->info.vs.double_inputs |= bitfield;
          }
index 743f968035b136f87ff6850934382536c90ebdf1..5530009255d73188ff1f97bb658f89774bec0e04 100644 (file)
@@ -250,7 +250,7 @@ gather_intrinsic_info(nir_intrinsic_instr *instr, nir_shader *shader)
          if (shader->info.stage == MESA_SHADER_VERTEX &&
              var->data.mode == nir_var_shader_in &&
              glsl_type_is_dual_slot(glsl_without_array(var->type))) {
-            for (uint i = 0; i < glsl_count_attribute_slots(var->type, false); i++) {
+            for (unsigned i = 0; i < glsl_count_attribute_slots(var->type, false); i++) {
                int idx = var->data.location + i;
                shader->info.vs.double_inputs |= BITFIELD64_BIT(idx);
             }