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authorAndre Weissflog <floooh@gmail.com>2024-10-15 18:31:34 +0200
committerAndre Weissflog <floooh@gmail.com>2024-10-15 18:31:34 +0200
commitebc078ffbb9344a9a2d9a9de80004767fde977c8 (patch)
tree89b9d03d5e62a369f318c46155249db8faa6eb8c
parent3094a1df1fa24c5309b57849a3c440faf906f2e1 (diff)
sokol_gfx.h gl: fix msvc warnings
-rw-r--r--sokol_gfx.h8
1 files changed, 4 insertions, 4 deletions
diff --git a/sokol_gfx.h b/sokol_gfx.h
index 2f9d732d..af28648f 100644
--- a/sokol_gfx.h
+++ b/sokol_gfx.h
@@ -7832,7 +7832,7 @@ _SOKOL_PRIVATE void _sg_gl_cache_clear_buffer_bindings(bool force) {
for (size_t i = 0; i < _SG_GL_MAX_SBUF_BINDINGS; i++) {
if (force || (_sg.gl.cache.storage_buffers[i] != 0)) {
if (_sg.features.storage_buffer) {
- glBindBufferBase(GL_SHADER_STORAGE_BUFFER, i, 0);
+ glBindBufferBase(GL_SHADER_STORAGE_BUFFER, (GLuint)i, 0);
}
_sg.gl.cache.storage_buffers[i] = 0;
_sg_stats_add(gl.num_bind_buffer, 1);
@@ -7936,7 +7936,7 @@ _SOKOL_PRIVATE void _sg_gl_cache_invalidate_buffer(GLuint buf) {
if (buf == _sg.gl.cache.storage_buffers[i]) {
_sg.gl.cache.storage_buffers[i] = 0;
_sg.gl.cache.storage_buffer = 0; // not a bug!
- glBindBufferBase(GL_SHADER_STORAGE_BUFFER, i, 0);
+ glBindBufferBase(GL_SHADER_STORAGE_BUFFER, (GLuint)i, 0);
_sg_stats_add(gl.num_bind_buffer, 1);
}
}
@@ -8053,7 +8053,7 @@ _SOKOL_PRIVATE void _sg_gl_cache_invalidate_texture_sampler(GLuint tex, GLuint s
glBindTexture(slot->target, 0);
_SG_GL_CHECK_ERROR();
_sg_stats_add(gl.num_bind_texture, 1);
- glBindSampler(i, 0);
+ glBindSampler((GLuint)i, 0);
_SG_GL_CHECK_ERROR();
_sg_stats_add(gl.num_bind_sampler, 1);
slot->target = 0;
@@ -8567,7 +8567,7 @@ _SOKOL_PRIVATE sg_resource_state _sg_gl_create_shader(_sg_shader_t* shd, const s
GLint gl_loc = glGetUniformLocation(gl_prog, img_smp_desc->glsl_name);
if (gl_loc != -1) {
glUniform1i(gl_loc, gl_tex_slot);
- shd->gl.tex_slot[img_smp_index] = gl_tex_slot++;
+ shd->gl.tex_slot[img_smp_index] = (int8_t)gl_tex_slot++;
} else {
shd->gl.tex_slot[img_smp_index] = -1;
_SG_ERROR(GL_IMAGE_SAMPLER_NAME_NOT_FOUND_IN_SHADER);