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>
This commit is contained in:
Timothy Arceri 2016-10-01 09:20:26 +10:00
parent 7064f8674a
commit 913e0296f2

View file

@ -1643,40 +1643,40 @@ struct gl_transform_feedback_varying_info
*/
struct gl_transform_feedback_output
{
unsigned OutputRegister;
unsigned OutputBuffer;
unsigned NumComponents;
unsigned StreamId;
uint32_t OutputRegister;
uint32_t OutputBuffer;
uint32_t NumComponents;
uint32_t StreamId;
/** offset (in DWORDs) of this output within the interleaved structure */
unsigned DstOffset;
uint32_t DstOffset;
/**
* Offset into the output register of the data to output. For example,
* if NumComponents is 2 and ComponentOffset is 1, then the data to
* offset is in the y and z components of the output register.
*/
unsigned ComponentOffset;
uint32_t ComponentOffset;
};
struct gl_transform_feedback_buffer
{
unsigned Binding;
uint32_t Binding;
unsigned NumVaryings;
uint32_t NumVaryings;
/**
* Total number of components stored in each buffer. This may be used by
* hardware back-ends to determine the correct stride when interleaving
* multiple transform feedback outputs in the same buffer.
*/
unsigned Stride;
uint32_t Stride;
/**
* Which transform feedback stream this buffer binding is associated with.
*/
unsigned Stream;
uint32_t Stream;
};