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authorGravatar Lioncash <mathew1800@gmail.com>2014-09-28 11:20:06 -0400
committerGravatar Lioncash <mathew1800@gmail.com>2014-10-07 20:35:13 -0400
commiteb5054e6eb0d810f26caff9f09e43dbeee4a69fa (patch)
tree58a6e4f1e07f3ee8e2ad469bca7c2b43edac20a6 /src/video_core/rasterizer.cpp
parentee7cfc71bd8663b77a43c5ba577074972d9b7ad9 (diff)
Fix warnings in video_core
Diffstat (limited to 'src/video_core/rasterizer.cpp')
-rw-r--r--src/video_core/rasterizer.cpp12
1 files changed, 6 insertions, 6 deletions
diff --git a/src/video_core/rasterizer.cpp b/src/video_core/rasterizer.cpp
index b55391e5..a35f0c0d 100644
--- a/src/video_core/rasterizer.cpp
+++ b/src/video_core/rasterizer.cpp
@@ -65,7 +65,7 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0,
// vertex positions in rasterizer coordinates
auto FloatToFix = [](float24 flt) {
- return Fix12P4(flt.ToFloat32() * 16.0f);
+ return Fix12P4(static_cast<unsigned short>(flt.ToFloat32() * 16.0f));
};
auto ScreenToRasterizerCoordinates = [FloatToFix](const Math::Vec3<float24> vec) {
return Math::Vec3<Fix12P4>{FloatToFix(vec.x), FloatToFix(vec.y), FloatToFix(vec.z)};
@@ -151,9 +151,9 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0,
auto w_inverse = Math::MakeVec(float24::FromFloat32(1.f) / v0.pos.w,
float24::FromFloat32(1.f) / v1.pos.w,
float24::FromFloat32(1.f) / v2.pos.w);
- auto baricentric_coordinates = Math::MakeVec(float24::FromFloat32(w0),
- float24::FromFloat32(w1),
- float24::FromFloat32(w2));
+ auto baricentric_coordinates = Math::MakeVec(float24::FromFloat32(static_cast<float>(w0)),
+ float24::FromFloat32(static_cast<float>(w1)),
+ float24::FromFloat32(static_cast<float>(w2)));
float24 interpolated_attr_over_w = Math::Dot(attr_over_w, baricentric_coordinates);
float24 interpolated_w_inverse = Math::Dot(w_inverse, baricentric_coordinates);
@@ -195,8 +195,8 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0,
// TODO(neobrain): Not sure if this swizzling pattern is used for all textures.
// To be flexible in case different but similar patterns are used, we keep this
// somewhat inefficient code around for now.
- int s = (int)(u * float24::FromFloat32(registers.texture0.width)).ToFloat32();
- int t = (int)(v * float24::FromFloat32(registers.texture0.height)).ToFloat32();
+ int s = (int)(u * float24::FromFloat32(static_cast<float>(registers.texture0.width))).ToFloat32();
+ int t = (int)(v * float24::FromFloat32(static_cast<float>(registers.texture0.height))).ToFloat32();
int texel_index_within_tile = 0;
for (int block_size_index = 0; block_size_index < 3; ++block_size_index) {
int sub_tile_width = 1 << block_size_index;