Seems reasonable. I'm generally a fan of explicitly sized types anyway. R-B
On Sep 30, 2016 4:20 PM, "Timothy Arceri" <[email protected]> wrote: > These structs will be written to disk as part of the shader cache > so use uint32_t just to be safe. > --- > src/mesa/main/mtypes.h | 20 ++++++++++---------- > 1 file changed, 10 insertions(+), 10 deletions(-) > > diff --git a/src/mesa/main/mtypes.h b/src/mesa/main/mtypes.h > index d1b0560..efcd50e 100644 > --- a/src/mesa/main/mtypes.h > +++ b/src/mesa/main/mtypes.h > @@ -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; > }; > > > -- > 2.7.4 > > _______________________________________________ > mesa-dev mailing list > [email protected] > https://lists.freedesktop.org/mailman/listinfo/mesa-dev >
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