fixup simple type conversions where possible
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c549c36076
commit
0a31e373f1
14 changed files with 55 additions and 45 deletions
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@ -208,11 +208,12 @@ void DumpShader(const std::string& filename, const Regs::ShaderConfig& config, c
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// TODO: Reduce the amount of binary code written to relevant portions
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dvlp.binary_offset = write_offset - dvlp_offset;
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dvlp.binary_size_words = setup.program_code.size();
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QueueForWriting(reinterpret_cast<const u8*>(setup.program_code.data()), setup.program_code.size() * sizeof(u32));
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dvlp.binary_size_words = static_cast<uint32_t>(setup.program_code.size());
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QueueForWriting(reinterpret_cast<const u8*>(setup.program_code.data()),
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static_cast<u32>(setup.program_code.size()) * sizeof(u32));
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dvlp.swizzle_info_offset = write_offset - dvlp_offset;
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dvlp.swizzle_info_num_entries = setup.swizzle_data.size();
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dvlp.swizzle_info_num_entries = static_cast<uint32_t>(setup.swizzle_data.size());
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u32 dummy = 0;
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for (unsigned int i = 0; i < setup.swizzle_data.size(); ++i) {
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QueueForWriting(reinterpret_cast<const u8*>(&setup.swizzle_data[i]), sizeof(setup.swizzle_data[i]));
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@ -264,7 +265,7 @@ void DumpShader(const std::string& filename, const Regs::ShaderConfig& config, c
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constant_table.emplace_back(constant);
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}
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dvle.constant_table_offset = write_offset - dvlb.dvle_offset;
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dvle.constant_table_size = constant_table.size();
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dvle.constant_table_size = static_cast<uint32_t>(constant_table.size());
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for (const auto& constant : constant_table) {
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QueueForWriting(reinterpret_cast<const u8*>(&constant), sizeof(constant));
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}
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@ -56,7 +56,7 @@ struct State {
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// Used to buffer partial vertices for immediate-mode rendering.
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Shader::InputVertex input_vertex;
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// Index of the next attribute to be loaded into `input_vertex`.
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int current_attribute = 0;
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u32 current_attribute = 0;
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} immediate;
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// This is constructed with a dummy triangle topology
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@ -93,7 +93,7 @@ RasterizerOpenGL::RasterizerOpenGL() : shader_dirty(true) {
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state.Apply();
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for (size_t i = 0; i < lighting_luts.size(); ++i) {
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glActiveTexture(GL_TEXTURE3 + i);
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glActiveTexture(static_cast<GLenum>(GL_TEXTURE3 + i));
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glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA32F, 256, 0, GL_RGBA, GL_FLOAT, nullptr);
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glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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@ -192,7 +192,7 @@ void RendererOpenGL::LoadFBToScreenInfo(const GPU::Regs::FramebufferConfig& fram
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// only allows rows to have a memory alignement of 4.
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ASSERT(pixel_stride % 4 == 0);
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if (!Rasterizer()->AccelerateDisplay(framebuffer, framebuffer_addr, pixel_stride, screen_info)) {
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if (!Rasterizer()->AccelerateDisplay(framebuffer, framebuffer_addr, static_cast<u32>(pixel_stride), screen_info)) {
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// Reset the screen info's display texture to its own permanent texture
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screen_info.display_texture = screen_info.texture.resource.handle;
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screen_info.display_texcoords = MathUtil::Rectangle<float>(0.f, 0.f, 1.f, 1.f);
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