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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.
This commit is contained in:
Lioncash 2018-07-20 01:04:32 -04:00
parent d3cfaf95c8
commit e6b3d3a9ea

View file

@ -181,28 +181,31 @@ void OpenGLState::Apply() const {
} }
// Textures // Textures
for (int i = 0; i < std::size(texture_units); ++i) { for (std::size_t i = 0; i < std::size(texture_units); ++i) {
if (texture_units[i].texture_2d != cur_state.texture_units[i].texture_2d) { const auto& texture_unit = texture_units[i];
glActiveTexture(TextureUnits::MaxwellTexture(i).Enum()); const auto& cur_state_texture_unit = cur_state.texture_units[i];
glBindTexture(GL_TEXTURE_2D, texture_units[i].texture_2d);
if (texture_unit.texture_2d != cur_state_texture_unit.texture_2d) {
glActiveTexture(TextureUnits::MaxwellTexture(static_cast<int>(i)).Enum());
glBindTexture(GL_TEXTURE_2D, texture_unit.texture_2d);
} }
if (texture_units[i].sampler != cur_state.texture_units[i].sampler) { if (texture_unit.sampler != cur_state_texture_unit.sampler) {
glBindSampler(static_cast<GLuint>(i), texture_units[i].sampler); glBindSampler(static_cast<GLuint>(i), texture_unit.sampler);
} }
// Update the texture swizzle // Update the texture swizzle
if (texture_units[i].swizzle.r != cur_state.texture_units[i].swizzle.r || if (texture_unit.swizzle.r != cur_state_texture_unit.swizzle.r ||
texture_units[i].swizzle.g != cur_state.texture_units[i].swizzle.g || texture_unit.swizzle.g != cur_state_texture_unit.swizzle.g ||
texture_units[i].swizzle.b != cur_state.texture_units[i].swizzle.b || texture_unit.swizzle.b != cur_state_texture_unit.swizzle.b ||
texture_units[i].swizzle.a != cur_state.texture_units[i].swizzle.a) { texture_unit.swizzle.a != cur_state_texture_unit.swizzle.a) {
std::array<GLint, 4> mask = {texture_units[i].swizzle.r, texture_units[i].swizzle.g, std::array<GLint, 4> mask = {texture_unit.swizzle.r, texture_unit.swizzle.g,
texture_units[i].swizzle.b, texture_units[i].swizzle.a}; texture_unit.swizzle.b, texture_unit.swizzle.a};
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, mask.data()); glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, mask.data());
} }
} }
// Constbuffers // Constbuffers
for (u32 stage = 0; stage < draw.const_buffers.size(); ++stage) { for (std::size_t stage = 0; stage < draw.const_buffers.size(); ++stage) {
for (u32 buffer_id = 0; buffer_id < draw.const_buffers[stage].size(); ++buffer_id) { for (std::size_t buffer_id = 0; buffer_id < draw.const_buffers[stage].size(); ++buffer_id) {
auto& current = cur_state.draw.const_buffers[stage][buffer_id]; auto& current = cur_state.draw.const_buffers[stage][buffer_id];
auto& new_state = draw.const_buffers[stage][buffer_id]; auto& new_state = draw.const_buffers[stage][buffer_id];
if (current.enabled != new_state.enabled || current.bindpoint != new_state.bindpoint || if (current.enabled != new_state.enabled || current.bindpoint != new_state.bindpoint ||