Build fix for 64-bit. Should work on 32-bit builds too.
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65941a5493
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cec54eddb1
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@ -272,10 +272,13 @@ void LLGLSLShader::readProfileQuery(U32 count, U32 mode)
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glEndQueryARB(GL_TIME_ELAPSED);
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glEndQueryARB(GL_SAMPLES_PASSED);
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U64 time_elapsed = 0;
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//<FS:TS> U64 and GLuint64 somehow turn out different on x86_64
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//U64 time_elapsed = 0;
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GLuint64 time_elapsed = 0;
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glGetQueryObjectui64v(mTimerQuery, GL_QUERY_RESULT, &time_elapsed);
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U64 samples_passed = 0;
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//U64 samples_passed = 0;
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GLuint64 samples_passed = 0;
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glGetQueryObjectui64v(1, GL_QUERY_RESULT, &samples_passed);
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sTotalTimeElapsed += time_elapsed;
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