diff --git a/gfx/common/d3d12_common.c b/gfx/common/d3d12_common.c index 169e1d6ce4..1b8d9478c5 100644 --- a/gfx/common/d3d12_common.c +++ b/gfx/common/d3d12_common.c @@ -273,7 +273,7 @@ static D3D12_CPU_DESCRIPTOR_HANDLE d3d12_descriptor_heap_slot_alloc(d3d12_descri int i; D3D12_CPU_DESCRIPTOR_HANDLE handle = { 0 }; - for (i = heap->start; i < heap->desc.NumDescriptors; i++) + for (i = heap->start; i < (int)heap->desc.NumDescriptors; i++) { if (!heap->map[i]) { diff --git a/gfx/drivers/d3d10.c b/gfx/drivers/d3d10.c index c7e3e7890c..900b8c539c 100644 --- a/gfx/drivers/d3d10.c +++ b/gfx/drivers/d3d10.c @@ -1,4 +1,4 @@ -/* RetroArch - A frontend for libretro. +/* RetroArch - A frontend for libretro. * Copyright (C) 2014-2018 - Ali Bouhlel * * RetroArch is free software: you can redistribute it and/or modify it under the terms @@ -37,7 +37,7 @@ static void d3d10_free_overlays(d3d10_video_t* d3d10) { unsigned i; - for (i = 0; i < d3d10->overlays.count; i++) + for (i = 0; i < (unsigned)d3d10->overlays.count; i++) d3d10_release_texture(&d3d10->overlays.textures[i]); Release(d3d10->overlays.vbo); @@ -126,7 +126,7 @@ static bool d3d10_overlay_load(void* data, const void* image_data, unsigned num_ D3D10MapBuffer(d3d10->overlays.vbo, D3D10_MAP_WRITE_DISCARD, 0, (void**)&sprites); - for (i = 0; i < num_images; i++) + for (i = 0; i < (unsigned)num_images; i++) { d3d10->overlays.textures[i].desc.Width = images[i].width; @@ -280,7 +280,7 @@ static void d3d10_free_shader_preset(d3d10_video_t* d3d10) memset(d3d10->pass, 0, sizeof(d3d10->pass)); /* only free the history textures here */ - for (i = 1; i <= d3d10->shader_preset->history_size; i++) + for (i = 1; i <= (unsigned)d3d10->shader_preset->history_size; i++) d3d10_release_texture(&d3d10->frame.texture[i]); memset( @@ -938,7 +938,7 @@ static void d3d10_init_history(d3d10_video_t* d3d10, unsigned width, unsigned he * and to reduce memory fragmentation */ assert(d3d10->shader_preset); - for (i = 0; i < d3d10->shader_preset->history_size + 1; i++) + for (i = 0; i < (unsigned)d3d10->shader_preset->history_size + 1; i++) { d3d10->frame.texture[i].desc.Width = width; d3d10->frame.texture[i].desc.Height = height; @@ -1347,7 +1347,7 @@ static bool d3d10_gfx_frame( D3D10SetPShaderSamplers( context, 0, 1, &d3d10->samplers[RARCH_FILTER_UNSPEC][RARCH_WRAP_DEFAULT]); - for (i = 0; i < d3d10->overlays.count; i++) + for (i = 0; i < (unsigned)d3d10->overlays.count; i++) { D3D10SetPShaderResources(context, 0, 1, &d3d10->overlays.textures[i].view); D3D10Draw(d3d10->device, 1, i); diff --git a/gfx/drivers/d3d11.c b/gfx/drivers/d3d11.c index 839b8c7608..7e03b71bcb 100644 --- a/gfx/drivers/d3d11.c +++ b/gfx/drivers/d3d11.c @@ -1,4 +1,4 @@ -/* RetroArch - A frontend for libretro. +/* RetroArch - A frontend for libretro. * Copyright (C) 2014-2018 - Ali Bouhlel * * RetroArch is free software: you can redistribute it and/or modify it under the terms @@ -49,7 +49,7 @@ static D3D11DeviceContext cached_context; static void d3d11_free_overlays(d3d11_video_t* d3d11) { unsigned i; - for (i = 0; i < d3d11->overlays.count; i++) + for (i = 0; i < (unsigned)d3d11->overlays.count; i++) d3d11_release_texture(&d3d11->overlays.textures[i]); Release(d3d11->overlays.vbo); @@ -120,7 +120,7 @@ static bool d3d11_overlay_load(void* data, const void* image_data, unsigned num_ { D3D11_BUFFER_DESC desc; D3D11_MAPPED_SUBRESOURCE mapped_vbo; - int i; + unsigned i; d3d11_sprite_t* sprites; d3d11_video_t* d3d11 = (d3d11_video_t*)data; const struct texture_image* images = (const struct texture_image*)image_data; @@ -296,7 +296,7 @@ static void d3d11_free_shader_preset(d3d11_video_t* d3d11) memset(d3d11->pass, 0, sizeof(d3d11->pass)); /* only free the history textures here */ - for (i = 1; i <= d3d11->shader_preset->history_size; i++) + for (i = 1; i <= (unsigned)d3d11->shader_preset->history_size; i++) d3d11_release_texture(&d3d11->frame.texture[i]); memset( @@ -985,7 +985,7 @@ static void d3d11_init_history(d3d11_video_t* d3d11, unsigned width, unsigned he * and to reduce memory fragmentation */ assert(d3d11->shader_preset); - for (i = 0; i < d3d11->shader_preset->history_size + 1; i++) + for (i = 0; i < (unsigned)d3d11->shader_preset->history_size + 1; i++) { d3d11->frame.texture[i].desc.Width = width; d3d11->frame.texture[i].desc.Height = height; @@ -1378,7 +1378,7 @@ static bool d3d11_gfx_frame( D3D11SetPShaderSamplers( context, 0, 1, &d3d11->samplers[RARCH_FILTER_UNSPEC][RARCH_WRAP_DEFAULT]); - for (i = 0; i < d3d11->overlays.count; i++) + for (i = 0; i < (unsigned)d3d11->overlays.count; i++) { D3D11SetPShaderResources(context, 0, 1, &d3d11->overlays.textures[i].view); D3D11Draw(d3d11->context, 1, i); diff --git a/gfx/drivers/d3d12.c b/gfx/drivers/d3d12.c index 508cab852c..160232e818 100644 --- a/gfx/drivers/d3d12.c +++ b/gfx/drivers/d3d12.c @@ -48,7 +48,7 @@ static void d3d12_gfx_sync(d3d12_video_t* d3d12) static void d3d12_free_overlays(d3d12_video_t* d3d12) { unsigned i; - for (i = 0; i < d3d12->overlays.count; i++) + for (i = 0; i < (unsigned)d3d12->overlays.count; i++) d3d12_release_texture(&d3d12->overlays.textures[i]); Release(d3d12->overlays.vbo); @@ -120,7 +120,7 @@ static void d3d12_overlay_set_alpha(void* data, unsigned index, float mod) static bool d3d12_overlay_load(void* data, const void* image_data, unsigned num_images) { - int i; + unsigned i; d3d12_sprite_t* sprites = NULL; D3D12_RANGE range = { 0, 0 }; d3d12_video_t* d3d12 = (d3d12_video_t*)data; @@ -304,7 +304,7 @@ static void d3d12_free_shader_preset(d3d12_video_t* d3d12) memset(d3d12->pass, 0, sizeof(d3d12->pass)); /* only free the history textures here */ - for (i = 1; i <= d3d12->shader_preset->history_size; i++) + for (i = 1; i <= (unsigned)d3d12->shader_preset->history_size; i++) d3d12_release_texture(&d3d12->frame.texture[i]); memset( @@ -993,7 +993,7 @@ static void d3d12_init_history(d3d12_video_t* d3d12, unsigned width, unsigned he * and to reduce memory fragmentation */ assert(d3d12->shader_preset); - for (i = 0; i < d3d12->shader_preset->history_size + 1; i++) + for (i = 0; i < (unsigned)d3d12->shader_preset->history_size + 1; i++) { d3d12->frame.texture[i].desc.Width = width; d3d12->frame.texture[i].desc.Height = height; @@ -1492,7 +1492,7 @@ static bool d3d12_gfx_frame( d3d12->queue.cmd, ROOT_ID_SAMPLER_T, d3d12->samplers[RARCH_FILTER_UNSPEC][RARCH_WRAP_DEFAULT]); - for (i = 0; i < d3d12->overlays.count; i++) + for (i = 0; i < (unsigned)d3d12->overlays.count; i++) { if (d3d12->overlays.textures[i].dirty) d3d12_upload_texture(d3d12->queue.cmd,