diff --git a/renderdoc/driver/gl/gl_device_driver.cpp b/renderdoc/driver/gl/gl_device_driver.cpp index 1ee2c37cb..674f4dd83 100644 --- a/renderdoc/driver/gl/gl_device_driver.cpp +++ b/renderdoc/driver/gl/gl_device_driver.cpp @@ -1922,7 +1922,7 @@ void WrappedOpenGL::glBufferData(GLenum target, GLsizeiptr size, const void *dat m_BufferRecord[idx]->AddChunk(chunk); m_BufferRecord[idx]->SetDataPtr(chunk->GetData()); - m_BufferRecord[idx]->Length = size; + m_BufferRecord[idx]->Length = (int32_t)size; } } diff --git a/renderdoc/driver/gl/gl_renderstate.cpp b/renderdoc/driver/gl/gl_renderstate.cpp index 47bd3ebce..dc7e14642 100644 --- a/renderdoc/driver/gl/gl_renderstate.cpp +++ b/renderdoc/driver/gl/gl_renderstate.cpp @@ -42,7 +42,7 @@ void GLRenderState::FetchState() m_Real->glGetIntegerv(eGL_ACTIVE_TEXTURE, (GLint *)&ActiveTexture); // TODO fetch bindings for other types than 2D - for(size_t i=0; i < ARRAY_COUNT(Tex2D); i++) + for(GLuint i=0; i < (GLuint)ARRAY_COUNT(Tex2D); i++) { m_Real->glActiveTexture(GLenum(eGL_TEXTURE0 + i)); m_Real->glGetIntegerv(eGL_TEXTURE_BINDING_2D, (GLint*)&Tex2D[i]); @@ -69,7 +69,7 @@ void GLRenderState::FetchState() { UniformBinding, ARRAY_COUNT(UniformBinding), eGL_UNIFORM_BUFFER_BINDING, eGL_UNIFORM_BUFFER_START, eGL_UNIFORM_BUFFER_SIZE, }, }; - for(size_t b=0; b < ARRAY_COUNT(idxBufs); b++) + for(GLuint b=0; b < (GLuint)ARRAY_COUNT(idxBufs); b++) { for(int i=0; i < idxBufs[b].count; i++) { @@ -79,7 +79,7 @@ void GLRenderState::FetchState() } } - for(size_t i=0; i < ARRAY_COUNT(Blends); i++) + for(GLuint i=0; i < (GLuint)ARRAY_COUNT(Blends); i++) { m_Real->glGetIntegeri_v(eGL_BLEND_EQUATION_RGB, i, (GLint*)&Blends[i].EquationRGB); m_Real->glGetIntegeri_v(eGL_BLEND_EQUATION_ALPHA, i, (GLint*)&Blends[i].EquationAlpha); @@ -93,10 +93,10 @@ void GLRenderState::FetchState() m_Real->glGetFloatv(eGL_BLEND_COLOR, &BlendColor[0]); - for(size_t i=0; i < ARRAY_COUNT(Viewports); i++) + for(GLuint i=0; i < (GLuint)ARRAY_COUNT(Viewports); i++) m_Real->glGetFloati_v(eGL_VIEWPORT, i, &Viewports[i].x); - for(size_t i=0; i < ARRAY_COUNT(Scissors); i++) + for(GLuint i=0; i < (GLuint)ARRAY_COUNT(Scissors); i++) m_Real->glGetIntegeri_v(eGL_SCISSOR_BOX, i, &Scissors[i].x); m_Real->glGetIntegerv(eGL_DRAW_BUFFER, (GLint *)&DrawBuffer); @@ -175,7 +175,7 @@ void GLRenderState::ApplyState() m_Real->glBindBufferRange(idxBufs[b].binding, i, idxBufs[b].bufs[i].name, (GLintptr)idxBufs[b].bufs[i].start, (GLsizeiptr)idxBufs[b].bufs[i].size); } - for(size_t i=0; i < ARRAY_COUNT(Blends); i++) + for(GLuint i=0; i < (GLuint)ARRAY_COUNT(Blends); i++) { m_Real->glBlendFuncSeparatei(i, Blends[i].SourceRGB, Blends[i].DestinationRGB, Blends[i].DestinationRGB, Blends[i].DestinationAlpha); m_Real->glBlendEquationSeparatei(i, Blends[i].EquationRGB, Blends[i].EquationAlpha); @@ -198,13 +198,13 @@ void GLRenderState::ApplyState() m_Real->glDepthMask(DepthWriteMask); m_Real->glClearDepth(DepthClearValue); - for(size_t i=0; i < ARRAY_COUNT(DepthRanges); i++) + for(GLuint i=0; i < (GLuint)ARRAY_COUNT(DepthRanges); i++) { double v[2] = { DepthRanges[i].nearZ, DepthRanges[i].farZ }; m_Real->glDepthRangeArrayv(i, 1, v); } - for(size_t i=0; i < ARRAY_COUNT(ColorMasks); i++) + for(GLuint i=0; i < (GLuint)ARRAY_COUNT(ColorMasks); i++) m_Real->glColorMaski(i, ColorMasks[i].red, ColorMasks[i].green, ColorMasks[i].blue, ColorMasks[i].alpha); m_Real->glClearColor(ColorClearValue.red, ColorClearValue.green, ColorClearValue.blue, ColorClearValue.alpha);