fixup simple type conversions where possible
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parent
c549c36076
commit
0a31e373f1
14 changed files with 55 additions and 45 deletions
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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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