if (need_perelement_offset) {
LLVMValueRef pixel_offsets;
- int i;
+ unsigned i;
/* build pixel offset vector: {0, 1, 2, 3, ...} */
pixel_offsets = uint_bld->undef;
for (i = 0; i < uint_bld->type.length; i++) {
struct gallivm_state *gallivm = bld_base->base.gallivm;
LLVMBuilderRef builder = gallivm->builder;
struct lp_build_context *float_bld = &bld_base->base;
- int i;
+ unsigned i;
LLVMValueRef temp, temp2;
LLVMValueRef shuffles[8];
LLVMValueRef shuffles2[8];
near_end_of_shader(struct lp_build_tgsi_soa_context *bld,
int pc)
{
- int i;
+ unsigned i;
for (i = 0; i < 5; i++) {
unsigned opcode;