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Pica/Rasterizer: Get rid of C-style casts.

This commit is contained in:
Tony Wasserka 2014-12-19 19:04:13 +01:00
parent d81370682f
commit e4e9710d18
1 changed files with 4 additions and 4 deletions

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@ -18,7 +18,7 @@ namespace Pica {
namespace Rasterizer {
static void DrawPixel(int x, int y, const Math::Vec4<u8>& color) {
u32* color_buffer = (u32*)Memory::GetPointer(PAddrToVAddr(registers.framebuffer.GetColorBufferPhysicalAddress()));
u32* color_buffer = reinterpret_cast<u32*>(Memory::GetPointer(PAddrToVAddr(registers.framebuffer.GetColorBufferPhysicalAddress())));
u32 value = (color.a() << 24) | (color.r() << 16) | (color.g() << 8) | color.b();
// Assuming RGBA8 format until actual framebuffer format handling is implemented
@ -26,14 +26,14 @@ static void DrawPixel(int x, int y, const Math::Vec4<u8>& color) {
}
static u32 GetDepth(int x, int y) {
u16* depth_buffer = (u16*)Memory::GetPointer(PAddrToVAddr(registers.framebuffer.GetDepthBufferPhysicalAddress()));
u16* depth_buffer = reinterpret_cast<u16*>(Memory::GetPointer(PAddrToVAddr(registers.framebuffer.GetDepthBufferPhysicalAddress())));
// Assuming 16-bit depth buffer format until actual format handling is implemented
return *(depth_buffer + x + y * registers.framebuffer.GetWidth());
}
static void SetDepth(int x, int y, u16 value) {
u16* depth_buffer = (u16*)Memory::GetPointer(PAddrToVAddr(registers.framebuffer.GetDepthBufferPhysicalAddress()));
u16* depth_buffer = reinterpret_cast<u16*>(Memory::GetPointer(PAddrToVAddr(registers.framebuffer.GetDepthBufferPhysicalAddress())));
// Assuming 16-bit depth buffer format until actual format handling is implemented
*(depth_buffer + x + y * registers.framebuffer.GetWidth()) = value;
@ -208,7 +208,7 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0,
auto info = DebugUtils::TextureInfo::FromPicaRegister(texture.config, texture.format);
texture_color[i] = DebugUtils::LookupTexture(texture_data, s, t, info);
DebugUtils::DumpTexture(texture.config, (u8*)texture_data);
DebugUtils::DumpTexture(texture.config, texture_data);
}
// Texture environment - consists of 6 stages of color and alpha combining.