Fix warnings in video_core
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ee7cfc71bd
commit
eb5054e6eb
9 changed files with 26 additions and 26 deletions
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@ -65,7 +65,7 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0,
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// vertex positions in rasterizer coordinates
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auto FloatToFix = [](float24 flt) {
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return Fix12P4(flt.ToFloat32() * 16.0f);
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return Fix12P4(static_cast<unsigned short>(flt.ToFloat32() * 16.0f));
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};
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auto ScreenToRasterizerCoordinates = [FloatToFix](const Math::Vec3<float24> vec) {
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return Math::Vec3<Fix12P4>{FloatToFix(vec.x), FloatToFix(vec.y), FloatToFix(vec.z)};
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@ -151,9 +151,9 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0,
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auto w_inverse = Math::MakeVec(float24::FromFloat32(1.f) / v0.pos.w,
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float24::FromFloat32(1.f) / v1.pos.w,
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float24::FromFloat32(1.f) / v2.pos.w);
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auto baricentric_coordinates = Math::MakeVec(float24::FromFloat32(w0),
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float24::FromFloat32(w1),
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float24::FromFloat32(w2));
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auto baricentric_coordinates = Math::MakeVec(float24::FromFloat32(static_cast<float>(w0)),
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float24::FromFloat32(static_cast<float>(w1)),
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float24::FromFloat32(static_cast<float>(w2)));
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float24 interpolated_attr_over_w = Math::Dot(attr_over_w, baricentric_coordinates);
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float24 interpolated_w_inverse = Math::Dot(w_inverse, baricentric_coordinates);
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@ -195,8 +195,8 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0,
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// TODO(neobrain): Not sure if this swizzling pattern is used for all textures.
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// To be flexible in case different but similar patterns are used, we keep this
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// somewhat inefficient code around for now.
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int s = (int)(u * float24::FromFloat32(registers.texture0.width)).ToFloat32();
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int t = (int)(v * float24::FromFloat32(registers.texture0.height)).ToFloat32();
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int s = (int)(u * float24::FromFloat32(static_cast<float>(registers.texture0.width))).ToFloat32();
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int t = (int)(v * float24::FromFloat32(static_cast<float>(registers.texture0.height))).ToFloat32();
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int texel_index_within_tile = 0;
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for (int block_size_index = 0; block_size_index < 3; ++block_size_index) {
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int sub_tile_width = 1 << block_size_index;
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