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CI: Extra warnings for builds with Clang. Backends: OpenGL3: Fix sign conversion warnings.
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@ -40,7 +40,10 @@ endif
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ifeq ($(UNAME_S), Linux) #LINUX
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ECHO_MESSAGE = "Linux"
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ifneq ($(WITH_EXTRA_WARNINGS), 0)
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CXXFLAGS += -Wextra -pedantic
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CXXFLAGS += -Wextra -Wpedantic
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ifeq ($(shell $(CXX) -v 2>&1 | grep -c "clang version"), 1)
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CXXFLAGS += -Wshadow -Wsign-conversion
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endif
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endif
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CFLAGS = $(CXXFLAGS)
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endif
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@ -56,7 +59,7 @@ endif
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ifeq ($(findstring MINGW,$(UNAME_S)),MINGW)
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ECHO_MESSAGE = "MinGW"
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ifneq ($(WITH_EXTRA_WARNINGS), 0)
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CXXFLAGS += -Wextra -pedantic
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CXXFLAGS += -Wextra -Wpedantic
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endif
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CFLAGS = $(CXXFLAGS)
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endif
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@ -132,8 +132,8 @@ static GLuint g_GlVersion = 0; // Extracted at runtime usin
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static char g_GlslVersionString[32] = ""; // Specified by user or detected based on compile time GL settings.
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static GLuint g_FontTexture = 0;
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static GLuint g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
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static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; // Uniforms location
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static int g_AttribLocationVtxPos = 0, g_AttribLocationVtxUV = 0, g_AttribLocationVtxColor = 0; // Vertex attributes location
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static GLint g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; // Uniforms location
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static GLuint g_AttribLocationVtxPos = 0, g_AttribLocationVtxUV = 0, g_AttribLocationVtxColor = 0; // Vertex attributes location
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static unsigned int g_VboHandle = 0, g_ElementsHandle = 0;
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// Functions
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@ -144,7 +144,7 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
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GLint major, minor;
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glGetIntegerv(GL_MAJOR_VERSION, &major);
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glGetIntegerv(GL_MINOR_VERSION, &minor);
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g_GlVersion = major * 100 + minor * 10;
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g_GlVersion = (GLuint)(major * 100 + minor * 10);
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#else
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g_GlVersion = 200; // GLES 2
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#endif
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@ -292,14 +292,14 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
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// Backup GL state
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GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
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glActiveTexture(GL_TEXTURE0);
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GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
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GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
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GLuint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&last_program);
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GLuint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint*)&last_texture);
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#ifdef GL_SAMPLER_BINDING
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GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler);
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GLuint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler);
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#endif
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GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
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GLuint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, (GLint*)&last_array_buffer);
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#ifndef IMGUI_IMPL_OPENGL_ES2
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GLint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array_object);
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GLuint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, (GLint*)&last_vertex_array_object);
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#endif
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#ifdef GL_POLYGON_MODE
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GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
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@ -336,8 +336,8 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
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const ImDrawList* cmd_list = draw_data->CmdLists[n];
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// Upload vertex/index buffers
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glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
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glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * (int)sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * (int)sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
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for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
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{
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@ -643,9 +643,9 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
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g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
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g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
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g_AttribLocationVtxPos = glGetAttribLocation(g_ShaderHandle, "Position");
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g_AttribLocationVtxUV = glGetAttribLocation(g_ShaderHandle, "UV");
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g_AttribLocationVtxColor = glGetAttribLocation(g_ShaderHandle, "Color");
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g_AttribLocationVtxPos = (GLuint)glGetAttribLocation(g_ShaderHandle, "Position");
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g_AttribLocationVtxUV = (GLuint)glGetAttribLocation(g_ShaderHandle, "UV");
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g_AttribLocationVtxColor = (GLuint)glGetAttribLocation(g_ShaderHandle, "Color");
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// Create buffers
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glGenBuffers(1, &g_VboHandle);
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