nir: s/uint/unsigned/ to fix MSVC/MinGW build

Reviewed-by: Roland Scheidegger <sroland@vmware.com>
Reviewed-by: Neha Bhende <bhenden@vmware.com>
This commit is contained in:
Brian Paul
2018-03-29 22:02:37 -06:00
parent e7fc18097e
commit fc1d1dbe81
2 changed files with 2 additions and 2 deletions

View File

@@ -369,7 +369,7 @@ nir_visitor::visit(ir_variable *ir)
/* Mark all the locations that require two slots */ /* Mark all the locations that require two slots */
if (shader->info.stage == MESA_SHADER_VERTEX && if (shader->info.stage == MESA_SHADER_VERTEX &&
glsl_type_is_dual_slot(glsl_without_array(var->type))) { 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); uint64_t bitfield = BITFIELD64_BIT(var->data.location + i);
shader->info.vs.double_inputs |= bitfield; shader->info.vs.double_inputs |= bitfield;
} }

View File

@@ -250,7 +250,7 @@ gather_intrinsic_info(nir_intrinsic_instr *instr, nir_shader *shader)
if (shader->info.stage == MESA_SHADER_VERTEX && if (shader->info.stage == MESA_SHADER_VERTEX &&
var->data.mode == nir_var_shader_in && var->data.mode == nir_var_shader_in &&
glsl_type_is_dual_slot(glsl_without_array(var->type))) { 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; int idx = var->data.location + i;
shader->info.vs.double_inputs |= BITFIELD64_BIT(idx); shader->info.vs.double_inputs |= BITFIELD64_BIT(idx);
} }