forked from enlightenment/efl
ector gl: Use proper PRIx64 to print a uint64_t
Thanks @vtorri for the report. Closes D3698
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@ -180,7 +180,7 @@ _ector_gl_shader_textures_bind(Ector_Shader *p)
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loc = GL.glGetUniformLocation(p->prg, textures[i].name);
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if (loc < 0)
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{
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ERR("Couldn't find uniform '%s' (shader: %16lx)",
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ERR("Couldn't find uniform '%s' (shader: %16" PRIx64 ")",
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textures[i].name, p->flags);
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}
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GL.glUniform1i(loc, tex_count++);
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@ -203,7 +203,7 @@ _ector_gl_shader_load(uint64_t flags)
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buf = eina_strbuf_new();
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if (!buf) return NULL;
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eina_strbuf_append_printf(buf, "ector/shader/%16lx", flags);
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eina_strbuf_append_printf(buf, "ector/shader/%16" PRIx64, flags);
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data = (void*) eet_read_direct(shader_file, eina_strbuf_string_get(buf), &length);
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if (!data)
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@ -312,7 +312,7 @@ _ector_gl_surface_shader_get(Eo *obj EINA_UNUSED, Ector_GL_Surface_Data *pd EINA
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if (GL.glGetProgramBinary)
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{
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buf = eina_strbuf_new();
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eina_strbuf_append_printf(buf, "ector/shader/%16lx", flags);
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eina_strbuf_append_printf(buf, "ector/shader/%16" PRIx64, flags);
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eet_write(shader_file, eina_strbuf_string_get(buf), data, length, 1);
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