loc = GL.glGetUniformLocation(p->prg, textures[i].name);
if (loc < 0)
{
- ERR("Couldn't find uniform '%s' (shader: %16lx)",
+ ERR("Couldn't find uniform '%s' (shader: %16" PRIx64 ")",
textures[i].name, p->flags);
}
GL.glUniform1i(loc, tex_count++);
buf = eina_strbuf_new();
if (!buf) return NULL;
- eina_strbuf_append_printf(buf, "ector/shader/%16lx", flags);
+ eina_strbuf_append_printf(buf, "ector/shader/%16" PRIx64, flags);
data = (void*) eet_read_direct(shader_file, eina_strbuf_string_get(buf), &length);
if (!data)
if (GL.glGetProgramBinary)
{
buf = eina_strbuf_new();
- eina_strbuf_append_printf(buf, "ector/shader/%16lx", flags);
+ eina_strbuf_append_printf(buf, "ector/shader/%16" PRIx64, flags);
eet_write(shader_file, eina_strbuf_string_get(buf), data, length, 1);