Răsfoiți Sursa

Build: Fixed a few warnings.

Subv 9 ani în urmă
părinte
comite
aea9a91100

+ 4 - 4
src/common/key_map.cpp

@@ -49,7 +49,7 @@ static bool circle_pad_right = false;
 static bool circle_pad_modifier = false;
 static bool circle_pad_modifier = false;
 
 
 static void UpdateCirclePad(EmuWindow& emu_window) {
 static void UpdateCirclePad(EmuWindow& emu_window) {
-    constexpr float SQRT_HALF = 0.707106781;
+    constexpr float SQRT_HALF = 0.707106781f;
     int x = 0, y = 0;
     int x = 0, y = 0;
 
 
     if (circle_pad_right)
     if (circle_pad_right)
@@ -61,9 +61,9 @@ static void UpdateCirclePad(EmuWindow& emu_window) {
     if (circle_pad_down)
     if (circle_pad_down)
         --y;
         --y;
 
 
-    float modifier = circle_pad_modifier ? Settings::values.pad_circle_modifier_scale : 1.0;
-    emu_window.CirclePadUpdated(x * modifier * (y == 0 ? 1.0 : SQRT_HALF),
-                                y * modifier * (x == 0 ? 1.0 : SQRT_HALF));
+    float modifier = circle_pad_modifier ? Settings::values.pad_circle_modifier_scale : 1.0f;
+    emu_window.CirclePadUpdated(x * modifier * (y == 0 ? 1.0f : SQRT_HALF),
+                                y * modifier * (x == 0 ? 1.0f : SQRT_HALF));
 }
 }
 
 
 int NewDeviceId() {
 int NewDeviceId() {

+ 3 - 3
src/video_core/rasterizer.cpp

@@ -562,9 +562,9 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0, const Shader
                 };
                 };
 
 
                 if ((texture.config.wrap_s == Regs::TextureConfig::ClampToBorder &&
                 if ((texture.config.wrap_s == Regs::TextureConfig::ClampToBorder &&
-                     (s < 0 || s >= texture.config.width)) ||
+                     (s < 0 || static_cast<u32>(s) >= texture.config.width)) ||
                     (texture.config.wrap_t == Regs::TextureConfig::ClampToBorder &&
                     (texture.config.wrap_t == Regs::TextureConfig::ClampToBorder &&
-                     (t < 0 || t >= texture.config.height))) {
+                     (t < 0 || static_cast<u32>(t) >= texture.config.height))) {
                     auto border_color = texture.config.border_color;
                     auto border_color = texture.config.border_color;
                     texture_color[i] = {border_color.r, border_color.g, border_color.b,
                     texture_color[i] = {border_color.r, border_color.g, border_color.b,
                                         border_color.a};
                                         border_color.a};
@@ -947,7 +947,7 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0, const Shader
                 // Blend the fog
                 // Blend the fog
                 for (unsigned i = 0; i < 3; i++) {
                 for (unsigned i = 0; i < 3; i++) {
                     combiner_output[i] =
                     combiner_output[i] =
-                        fog_factor * combiner_output[i] + (1.0f - fog_factor) * fog_color[i];
+                        static_cast<u8>(fog_factor * combiner_output[i] + (1.0f - fog_factor) * fog_color[i]);
                 }
                 }
             }
             }
 
 

+ 4 - 4
src/video_core/renderer_opengl/gl_rasterizer.cpp

@@ -213,12 +213,12 @@ void RasterizerOpenGL::DrawTriangles() {
 
 
     // Scissor checks are window-, not viewport-relative, which means that if the cached texture
     // Scissor checks are window-, not viewport-relative, which means that if the cached texture
     // sub-rect changes, the scissor bounds also need to be updated.
     // sub-rect changes, the scissor bounds also need to be updated.
-    GLint scissor_x1 = rect.left + regs.scissor_test.x1 * color_surface->res_scale_width;
-    GLint scissor_y1 = rect.bottom + regs.scissor_test.y1 * color_surface->res_scale_height;
+    GLint scissor_x1 = static_cast<GLint>(rect.left + regs.scissor_test.x1 * color_surface->res_scale_width);
+    GLint scissor_y1 = static_cast<GLint>(rect.bottom + regs.scissor_test.y1 * color_surface->res_scale_height);
     // x2, y2 have +1 added to cover the entire pixel area, otherwise you might get cracks when
     // x2, y2 have +1 added to cover the entire pixel area, otherwise you might get cracks when
     // scaling or doing multisampling.
     // scaling or doing multisampling.
-    GLint scissor_x2 = rect.left + (regs.scissor_test.x2 + 1) * color_surface->res_scale_width;
-    GLint scissor_y2 = rect.bottom + (regs.scissor_test.y2 + 1) * color_surface->res_scale_height;
+    GLint scissor_x2 = static_cast<GLint>(rect.left + (regs.scissor_test.x2 + 1) * color_surface->res_scale_width);
+    GLint scissor_y2 = static_cast<GLint>(rect.bottom + (regs.scissor_test.y2 + 1) * color_surface->res_scale_height);
 
 
     if (uniform_block_data.data.scissor_x1 != scissor_x1 ||
     if (uniform_block_data.data.scissor_x1 != scissor_x1 ||
         uniform_block_data.data.scissor_x2 != scissor_x2 ||
         uniform_block_data.data.scissor_x2 != scissor_x2 ||