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mesa: use uint32_t rather than unsigned for xfb struct members
These structs will be written to disk as part of the shader cache so use uint32_t just to be safe. Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
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1 changed files with 10 additions and 10 deletions
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@ -1643,40 +1643,40 @@ struct gl_transform_feedback_varying_info
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*/
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struct gl_transform_feedback_output
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{
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unsigned OutputRegister;
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unsigned OutputBuffer;
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unsigned NumComponents;
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unsigned StreamId;
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uint32_t OutputRegister;
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uint32_t OutputBuffer;
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uint32_t NumComponents;
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uint32_t StreamId;
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/** offset (in DWORDs) of this output within the interleaved structure */
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unsigned DstOffset;
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uint32_t DstOffset;
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/**
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* Offset into the output register of the data to output. For example,
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* if NumComponents is 2 and ComponentOffset is 1, then the data to
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* offset is in the y and z components of the output register.
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*/
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unsigned ComponentOffset;
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uint32_t ComponentOffset;
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};
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struct gl_transform_feedback_buffer
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{
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unsigned Binding;
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uint32_t Binding;
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unsigned NumVaryings;
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uint32_t NumVaryings;
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/**
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* Total number of components stored in each buffer. This may be used by
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* hardware back-ends to determine the correct stride when interleaving
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* multiple transform feedback outputs in the same buffer.
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*/
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unsigned Stride;
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uint32_t Stride;
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/**
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* Which transform feedback stream this buffer binding is associated with.
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*/
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unsigned Stream;
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uint32_t Stream;
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};
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