gl_state: Get rid of mismatched sign conversions
While we're at it, amend the loop variable type to be the same width as that returned by the .size() call.
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@ -181,28 +181,31 @@ void OpenGLState::Apply() const {
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}
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}
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// Textures
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// Textures
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for (int i = 0; i < std::size(texture_units); ++i) {
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for (std::size_t i = 0; i < std::size(texture_units); ++i) {
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if (texture_units[i].texture_2d != cur_state.texture_units[i].texture_2d) {
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const auto& texture_unit = texture_units[i];
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glActiveTexture(TextureUnits::MaxwellTexture(i).Enum());
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const auto& cur_state_texture_unit = cur_state.texture_units[i];
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glBindTexture(GL_TEXTURE_2D, texture_units[i].texture_2d);
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if (texture_unit.texture_2d != cur_state_texture_unit.texture_2d) {
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glActiveTexture(TextureUnits::MaxwellTexture(static_cast<int>(i)).Enum());
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glBindTexture(GL_TEXTURE_2D, texture_unit.texture_2d);
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}
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}
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if (texture_units[i].sampler != cur_state.texture_units[i].sampler) {
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if (texture_unit.sampler != cur_state_texture_unit.sampler) {
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glBindSampler(static_cast<GLuint>(i), texture_units[i].sampler);
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glBindSampler(static_cast<GLuint>(i), texture_unit.sampler);
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}
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}
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// Update the texture swizzle
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// Update the texture swizzle
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if (texture_units[i].swizzle.r != cur_state.texture_units[i].swizzle.r ||
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if (texture_unit.swizzle.r != cur_state_texture_unit.swizzle.r ||
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texture_units[i].swizzle.g != cur_state.texture_units[i].swizzle.g ||
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texture_unit.swizzle.g != cur_state_texture_unit.swizzle.g ||
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texture_units[i].swizzle.b != cur_state.texture_units[i].swizzle.b ||
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texture_unit.swizzle.b != cur_state_texture_unit.swizzle.b ||
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texture_units[i].swizzle.a != cur_state.texture_units[i].swizzle.a) {
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texture_unit.swizzle.a != cur_state_texture_unit.swizzle.a) {
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std::array<GLint, 4> mask = {texture_units[i].swizzle.r, texture_units[i].swizzle.g,
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std::array<GLint, 4> mask = {texture_unit.swizzle.r, texture_unit.swizzle.g,
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texture_units[i].swizzle.b, texture_units[i].swizzle.a};
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texture_unit.swizzle.b, texture_unit.swizzle.a};
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glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, mask.data());
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glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, mask.data());
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}
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}
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}
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}
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// Constbuffers
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// Constbuffers
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for (u32 stage = 0; stage < draw.const_buffers.size(); ++stage) {
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for (std::size_t stage = 0; stage < draw.const_buffers.size(); ++stage) {
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for (u32 buffer_id = 0; buffer_id < draw.const_buffers[stage].size(); ++buffer_id) {
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for (std::size_t buffer_id = 0; buffer_id < draw.const_buffers[stage].size(); ++buffer_id) {
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auto& current = cur_state.draw.const_buffers[stage][buffer_id];
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auto& current = cur_state.draw.const_buffers[stage][buffer_id];
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auto& new_state = draw.const_buffers[stage][buffer_id];
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auto& new_state = draw.const_buffers[stage][buffer_id];
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if (current.enabled != new_state.enabled || current.bindpoint != new_state.bindpoint ||
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if (current.enabled != new_state.enabled || current.bindpoint != new_state.bindpoint ||
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