GLState: Fix compilation warning on MSVC
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@@ -446,7 +446,7 @@ void GLStateManager::texture_bind(Texture *tex_, eGPUSamplerState sampler_type,
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textures_[unit] = tex->tex_id_;
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samplers_[unit] = GLTexture::samplers_[sampler_type];
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tex->is_bound_ = true;
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dirty_texture_binds_ |= 1 << unit;
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dirty_texture_binds_ |= 1UL << unit;
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}
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/* Bind the texture to slot 0 for editing purpose. Used by legacy pipeline. */
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@@ -456,7 +456,7 @@ void GLStateManager::texture_bind_temp(GLTexture *tex)
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(tex->target_, tex->tex_id_);
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/* Will reset the first texture that was originaly bound to slot 0 back before drawing. */
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dirty_texture_binds_ |= 1;
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dirty_texture_binds_ |= 1UL;
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/* NOTE: This might leave this texture attached to this target even after update.
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* In practice it is not causing problems as we have incorrect binding detection
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* at higher level. */
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@@ -474,7 +474,7 @@ void GLStateManager::texture_unbind(Texture *tex_)
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if (textures_[i] == tex_id) {
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textures_[i] = 0;
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samplers_[i] = 0;
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dirty_texture_binds_ |= 1 << i;
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dirty_texture_binds_ |= 1UL << i;
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}
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}
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tex->is_bound_ = false;
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@@ -486,7 +486,7 @@ void GLStateManager::texture_unbind_all(void)
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if (textures_[i] != 0) {
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textures_[i] = 0;
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samplers_[i] = 0;
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dirty_texture_binds_ |= 1 << i;
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dirty_texture_binds_ |= 1UL << i;
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}
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}
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this->texture_bind_apply();
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@@ -524,7 +524,7 @@ uint64_t GLStateManager::bound_texture_slots(void)
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uint64_t bound_slots = 0;
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for (int i = 0; i < ARRAY_SIZE(textures_); i++) {
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if (textures_[i] != 0) {
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bound_slots |= 1 << i;
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bound_slots |= 1UL << i;
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}
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}
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return bound_slots;
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