Fix some gcc warnings in rasterize.cpp: remove unused variables, rename shadowing variables, make a function static, change depth type to same of the variable it is tested against.
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@ -171,7 +171,6 @@ struct Fragment
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};
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};
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static VERT* verts[MAX_CLIPPED_VERTS];
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static VERT* verts[MAX_CLIPPED_VERTS];
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static VERT* sortedVerts[MAX_CLIPPED_VERTS];
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INLINE static void SubmitVertex(int vert_index, VERT& rawvert)
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INLINE static void SubmitVertex(int vert_index, VERT& rawvert)
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{
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{
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@ -391,11 +390,11 @@ static void alphaBlend(Fragment::Color & dst, const Fragment::Color & src)
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}
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}
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}
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}
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void pixel(int adr,float r, float g, float b, float invu, float invv, float w, float z) {
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static void pixel(int adr,float r, float g, float b, float invu, float invv, float w, float z) {
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Fragment &destFragment = screen[adr];
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Fragment &destFragment = screen[adr];
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//depth test
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//depth test
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int depth;
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u32 depth;
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if(gfx3d.wbuffer)
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if(gfx3d.wbuffer)
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//not sure about this
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//not sure about this
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//this value was chosen to make the skybox, castle window decals, and water level render correctly in SM64
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//this value was chosen to make the skybox, castle window decals, and water level render correctly in SM64
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@ -859,7 +858,6 @@ static void SoftRastGetLineCaptured(int line, u16* dst) {
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Fragment* src = screen+((191-line)<<8);
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Fragment* src = screen+((191-line)<<8);
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for(int i=0;i<256;i++)
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for(int i=0;i<256;i++)
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{
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{
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const bool testRenderAlpha = false;
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u8 r = src->color.components.r;
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u8 r = src->color.components.r;
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u8 g = src->color.components.g;
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u8 g = src->color.components.g;
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u8 b = src->color.components.b;
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u8 b = src->color.components.b;
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@ -1146,15 +1144,15 @@ static void SoftRastRender()
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//here is a hack which needs to be removed.
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//here is a hack which needs to be removed.
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//at some point our shape engine needs these to be converted to "fixed point"
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//at some point our shape engine needs these to be converted to "fixed point"
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//which is currently just a float
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//which is currently just a float
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for(int i=0;i<type;i++)
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for(int j=0;j<type;j++)
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for(int j=0;j<2;j++)
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for(int k=0;k<2;k++)
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verts[i].coord[j] = iround(16.0f * verts[i].coord[j]);
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verts[j].coord[k] = iround(16.0f * verts[j].coord[k]);
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//hmm... shader gets setup every time because it depends on sampler which may have just changed
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//hmm... shader gets setup every time because it depends on sampler which may have just changed
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shader.setup(poly->polyAttr);
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shader.setup(poly->polyAttr);
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for(int i=0;i<MAX_CLIPPED_VERTS;i++)
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for(int j=0;j<MAX_CLIPPED_VERTS;j++)
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::verts[i] = &verts[i];
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::verts[j] = &verts[j];
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shape_engine(type,backfacing);
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shape_engine(type,backfacing);
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}
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}
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