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Merge pull request #3044 from Dragios/wnarrowing

Get rid of narrowing conversion warning (-Wnarrowing)
This commit is contained in:
James Rowe 2017-10-27 15:55:14 -06:00 committed by GitHub
commit edfc8d133a
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GPG Key ID: 4AEE18F83AFDEB23
6 changed files with 30 additions and 34 deletions

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@ -20,7 +20,6 @@
using Pica::Rasterizer::Vertex;
namespace Pica {
namespace Clipper {
struct ClippingEdge {
@ -192,6 +191,5 @@ void ProcessTriangle(const OutputVertex& v0, const OutputVertex& v1, const Outpu
}
}
} // namespace
} // namespace
} // namespace Clipper
} // namespace Pica

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@ -5,7 +5,6 @@
#pragma once
namespace Pica {
namespace Shader {
struct OutputVertex;
}
@ -16,6 +15,5 @@ using Shader::OutputVertex;
void ProcessTriangle(const OutputVertex& v0, const OutputVertex& v1, const OutputVertex& v2);
} // namespace
} // namespace
} // namespace Clipper
} // namespace Pica

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@ -376,8 +376,9 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve
if (use_border_s || use_border_t) {
auto border_color = texture.config.border_color;
texture_color[i] = {border_color.r, border_color.g, border_color.b,
border_color.a};
texture_color[i] = Math::MakeVec(border_color.r.Value(), border_color.g.Value(),
border_color.b.Value(), border_color.a.Value())
.Cast<u8>();
} else {
// Textures are laid out from bottom to top, hence we invert the t coordinate.
// NOTE: This may not be the right place for the inversion.
@ -414,12 +415,12 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve
// analogously.
Math::Vec4<u8> combiner_output;
Math::Vec4<u8> combiner_buffer = {0, 0, 0, 0};
Math::Vec4<u8> next_combiner_buffer = {
regs.texturing.tev_combiner_buffer_color.r,
regs.texturing.tev_combiner_buffer_color.g,
regs.texturing.tev_combiner_buffer_color.b,
regs.texturing.tev_combiner_buffer_color.a,
};
Math::Vec4<u8> next_combiner_buffer =
Math::MakeVec(regs.texturing.tev_combiner_buffer_color.r.Value(),
regs.texturing.tev_combiner_buffer_color.g.Value(),
regs.texturing.tev_combiner_buffer_color.b.Value(),
regs.texturing.tev_combiner_buffer_color.a.Value())
.Cast<u8>();
Math::Vec4<u8> primary_fragment_color = {0, 0, 0, 0};
Math::Vec4<u8> secondary_fragment_color = {0, 0, 0, 0};
@ -473,8 +474,9 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve
return combiner_buffer;
case Source::Constant:
return {tev_stage.const_r, tev_stage.const_g, tev_stage.const_b,
tev_stage.const_a};
return Math::MakeVec(tev_stage.const_r.Value(), tev_stage.const_g.Value(),
tev_stage.const_b.Value(), tev_stage.const_a.Value())
.Cast<u8>();
case Source::Previous:
return combiner_output;
@ -587,11 +589,10 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve
// store the depth etc. Using float for now until we know more
// about Pica datatypes
if (regs.texturing.fog_mode == TexturingRegs::FogMode::Fog) {
const Math::Vec3<u8> fog_color = {
static_cast<u8>(regs.texturing.fog_color.r.Value()),
static_cast<u8>(regs.texturing.fog_color.g.Value()),
static_cast<u8>(regs.texturing.fog_color.b.Value()),
};
const Math::Vec3<u8> fog_color = Math::MakeVec(regs.texturing.fog_color.r.Value(),
regs.texturing.fog_color.g.Value(),
regs.texturing.fog_color.b.Value())
.Cast<u8>();
// Get index into fog LUT
float fog_index;
@ -743,12 +744,12 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve
FramebufferRegs::BlendFactor factor) -> u8 {
DEBUG_ASSERT(channel < 4);
const Math::Vec4<u8> blend_const = {
static_cast<u8>(output_merger.blend_const.r),
static_cast<u8>(output_merger.blend_const.g),
static_cast<u8>(output_merger.blend_const.b),
static_cast<u8>(output_merger.blend_const.a),
};
const Math::Vec4<u8> blend_const =
Math::MakeVec(output_merger.blend_const.r.Value(),
output_merger.blend_const.g.Value(),
output_merger.blend_const.b.Value(),
output_merger.blend_const.a.Value())
.Cast<u8>();
switch (factor) {
case FramebufferRegs::BlendFactor::Zero:
@ -849,5 +850,4 @@ void ProcessTriangle(const Vertex& v0, const Vertex& v1, const Vertex& v2) {
}
} // namespace Rasterizer
} // namespace Pica

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@ -7,7 +7,6 @@
#include "video_core/shader/shader.h"
namespace Pica {
namespace Rasterizer {
struct Vertex : Shader::OutputVertex {
@ -44,5 +43,4 @@ struct Vertex : Shader::OutputVertex {
void ProcessTriangle(const Vertex& v0, const Vertex& v1, const Vertex& v2);
} // namespace Rasterizer
} // namespace Pica

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@ -12,4 +12,5 @@ void SWRasterizer::AddTriangle(const Pica::Shader::OutputVertex& v0,
const Pica::Shader::OutputVertex& v2) {
Pica::Clipper::ProcessTriangle(v0, v1, v2);
}
}
} // namespace VideoCore

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@ -24,4 +24,5 @@ class SWRasterizer : public RasterizerInterface {
void FlushRegion(PAddr addr, u32 size) override {}
void FlushAndInvalidateRegion(PAddr addr, u32 size) override {}
};
}
} // namespace VideoCore