ector gl: Use proper PRIx64 to print a uint64_t

Thanks @vtorri for the report.
Closes D3698
This commit is contained in:
Jean-Philippe Andre 2016-02-17 13:34:01 +09:00
parent 32fedb1e6d
commit 7940a6d9a5
1 changed files with 3 additions and 3 deletions

View File

@ -180,7 +180,7 @@ _ector_gl_shader_textures_bind(Ector_Shader *p)
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++);
@ -203,7 +203,7 @@ _ector_gl_shader_load(uint64_t flags)
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)
@ -312,7 +312,7 @@ _ector_gl_surface_shader_get(Eo *obj EINA_UNUSED, Ector_GL_Surface_Data *pd EINA
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);