diff --git a/desmume/src/OGLRender.cpp b/desmume/src/OGLRender.cpp index 09510aca9..2c4d21cf0 100755 --- a/desmume/src/OGLRender.cpp +++ b/desmume/src/OGLRender.cpp @@ -2419,7 +2419,7 @@ Render3DError OpenGLRenderer_1_2::InitExtensions() glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, this->_framebufferWidth, this->_framebufferHeight, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)this->_framebufferWidth, (GLsizei)this->_framebufferHeight, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL); glActiveTextureARB(GL_TEXTURE0_ARB); this->isVBOSupported = this->IsExtensionPresent(&oglExtensionSet, "GL_ARB_vertex_buffer_object"); @@ -2762,7 +2762,7 @@ Render3DError OpenGLRenderer_1_2::CreateFBOs() glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE); - glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8_EXT, this->_framebufferWidth, this->_framebufferHeight, 0, GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, NULL); + glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8_EXT, (GLsizei)this->_framebufferWidth, (GLsizei)this->_framebufferHeight, 0, GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, NULL); glActiveTextureARB(GL_TEXTURE0_ARB + OGLTextureUnitID_GColor); glBindTexture(GL_TEXTURE_2D, OGLRef.texGColorID); @@ -2770,7 +2770,7 @@ Render3DError OpenGLRenderer_1_2::CreateFBOs() glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, this->_framebufferWidth, this->_framebufferHeight, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)this->_framebufferWidth, (GLsizei)this->_framebufferHeight, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL); glActiveTextureARB(GL_TEXTURE0_ARB + OGLTextureUnitID_GPolyID); glBindTexture(GL_TEXTURE_2D, OGLRef.texGPolyID); @@ -2778,7 +2778,7 @@ Render3DError OpenGLRenderer_1_2::CreateFBOs() glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, this->_framebufferWidth, this->_framebufferHeight, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)this->_framebufferWidth, (GLsizei)this->_framebufferHeight, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL); glActiveTextureARB(GL_TEXTURE0_ARB + OGLTextureUnitID_FogAttr); glBindTexture(GL_TEXTURE_2D, OGLRef.texGFogAttrID); @@ -2786,7 +2786,7 @@ Render3DError OpenGLRenderer_1_2::CreateFBOs() glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, this->_framebufferWidth, this->_framebufferHeight, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)this->_framebufferWidth, (GLsizei)this->_framebufferHeight, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL); glActiveTextureARB(GL_TEXTURE0_ARB); @@ -2898,15 +2898,15 @@ Render3DError OpenGLRenderer_1_2::CreateMultisampledFBO(GLsizei numSamples) glGenRenderbuffersEXT(1, &OGLRef.rboMSGDepthStencilID); glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, OGLRef.rboMSGColorID); - glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, numSamples, GL_RGBA, this->_framebufferWidth, this->_framebufferHeight); + glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, numSamples, GL_RGBA, (GLsizei)this->_framebufferWidth, (GLsizei)this->_framebufferHeight); glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, OGLRef.rboMSGWorkingID); - glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, numSamples, GL_RGBA, this->_framebufferWidth, this->_framebufferHeight); + glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, numSamples, GL_RGBA, (GLsizei)this->_framebufferWidth, (GLsizei)this->_framebufferHeight); glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, OGLRef.rboMSGPolyID); - glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, numSamples, GL_RGBA, this->_framebufferWidth, this->_framebufferHeight); + glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, numSamples, GL_RGBA, (GLsizei)this->_framebufferWidth, (GLsizei)this->_framebufferHeight); glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, OGLRef.rboMSGFogAttrID); - glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, numSamples, GL_RGBA, this->_framebufferWidth, this->_framebufferHeight); + glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, numSamples, GL_RGBA, (GLsizei)this->_framebufferWidth, (GLsizei)this->_framebufferHeight); glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, OGLRef.rboMSGDepthStencilID); - glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, numSamples, GL_DEPTH24_STENCIL8_EXT, this->_framebufferWidth, this->_framebufferHeight); + glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, numSamples, GL_DEPTH24_STENCIL8_EXT, (GLsizei)this->_framebufferWidth, (GLsizei)this->_framebufferHeight); // Set up multisampled rendering FBO glGenFramebuffersEXT(1, &OGLRef.fboMSIntermediateRenderID); @@ -2965,8 +2965,8 @@ void OpenGLRenderer_1_2::DestroyMultisampledFBO() void OpenGLRenderer_1_2::ResizeMultisampledFBOs(GLsizei numSamples) { OGLRenderRef &OGLRef = *this->ref; - GLsizei w = this->_framebufferWidth; - GLsizei h = this->_framebufferHeight; + GLsizei w = (GLsizei)this->_framebufferWidth; + GLsizei h = (GLsizei)this->_framebufferHeight; if ( !this->isMultisampledFBOSupported || (numSamples == 1) || @@ -3902,13 +3902,13 @@ Render3DError OpenGLRenderer_1_2::ZeroDstAlphaPass(const POLY *rawPolyList, cons // This is not perfectly pixel accurate, but it's better than nothing. glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, OGLRef.fboRenderID); glDrawBuffer(GL_COLOROUT_ATTACHMENT_ID); - glBlitFramebufferEXT(0, 0, this->_framebufferWidth, this->_framebufferHeight, 0, 0, this->_framebufferWidth, this->_framebufferHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST); + glBlitFramebufferEXT(0, 0, (GLint)this->_framebufferWidth, (GLint)this->_framebufferHeight, 0, 0, (GLint)this->_framebufferWidth, (GLint)this->_framebufferHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST); glDrawBuffers(4, GeometryDrawBuffersEnum[this->_geometryProgramFlags.DrawBuffersMode]); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, OGLRef.selectedRenderingFBO); } glUseProgram(OGLRef.programGeometryZeroDstAlphaID); - glViewport(0, 0, this->_framebufferWidth, this->_framebufferHeight); + glViewport(0, 0, (GLsizei)this->_framebufferWidth, (GLsizei)this->_framebufferHeight); glDisable(GL_BLEND); glEnable(GL_STENCIL_TEST); glDisable(GL_DEPTH_TEST); @@ -3998,7 +3998,7 @@ void OpenGLRenderer_1_2::_ResolveWorkingBackFacing() glReadBuffer(GL_WORKING_ATTACHMENT_ID); glDrawBuffer(GL_WORKING_ATTACHMENT_ID); - glBlitFramebufferEXT(0, 0, this->_framebufferWidth, this->_framebufferHeight, 0, 0, this->_framebufferWidth, this->_framebufferHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST); + glBlitFramebufferEXT(0, 0, (GLint)this->_framebufferWidth, (GLint)this->_framebufferHeight, 0, 0, (GLint)this->_framebufferWidth, (GLint)this->_framebufferHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST); // Reset framebuffer targets glReadBuffer(GL_COLOROUT_ATTACHMENT_ID); @@ -4026,20 +4026,20 @@ void OpenGLRenderer_1_2::_ResolveGeometry() { glReadBuffer(GL_POLYID_ATTACHMENT_ID); glDrawBuffer(GL_POLYID_ATTACHMENT_ID); - glBlitFramebufferEXT(0, 0, this->_framebufferWidth, this->_framebufferHeight, 0, 0, this->_framebufferWidth, this->_framebufferHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST); + glBlitFramebufferEXT(0, 0, (GLint)this->_framebufferWidth, (GLint)this->_framebufferHeight, 0, 0, (GLint)this->_framebufferWidth, (GLint)this->_framebufferHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST); } if (this->_enableFog && this->_deviceInfo.isFogSupported) { glReadBuffer(GL_FOGATTRIBUTES_ATTACHMENT_ID); glDrawBuffer(GL_FOGATTRIBUTES_ATTACHMENT_ID); - glBlitFramebufferEXT(0, 0, this->_framebufferWidth, this->_framebufferHeight, 0, 0, this->_framebufferWidth, this->_framebufferHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST); + glBlitFramebufferEXT(0, 0, (GLint)this->_framebufferWidth, (GLint)this->_framebufferHeight, 0, 0, (GLint)this->_framebufferWidth, (GLint)this->_framebufferHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST); } // Blit the color and depth buffers glReadBuffer(GL_COLOROUT_ATTACHMENT_ID); glDrawBuffer(GL_COLOROUT_ATTACHMENT_ID); - glBlitFramebufferEXT(0, 0, this->_framebufferWidth, this->_framebufferHeight, 0, 0, this->_framebufferWidth, this->_framebufferHeight, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, GL_NEAREST); + glBlitFramebufferEXT(0, 0, (GLint)this->_framebufferWidth, (GLint)this->_framebufferHeight, 0, 0, (GLint)this->_framebufferWidth, (GLint)this->_framebufferHeight, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, GL_NEAREST); // Reset framebuffer targets glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, OGLRef.fboRenderID); @@ -4048,7 +4048,7 @@ void OpenGLRenderer_1_2::_ResolveGeometry() else { // Blit the color buffer - glBlitFramebufferEXT(0, 0, this->_framebufferWidth, this->_framebufferHeight, 0, 0, this->_framebufferWidth, this->_framebufferHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST); + glBlitFramebufferEXT(0, 0, (GLint)this->_framebufferWidth, (GLint)this->_framebufferHeight, 0, 0, (GLint)this->_framebufferWidth, (GLint)this->_framebufferHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, OGLRef.fboRenderID); glReadBuffer(GL_COLOROUT_ATTACHMENT_ID); @@ -4089,11 +4089,11 @@ Render3DError OpenGLRenderer_1_2::ReadBackPixels() glUseProgram(convertProgramID); glActiveTextureARB(GL_TEXTURE0_ARB + OGLTextureUnitID_FinalColor); - glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, this->_framebufferWidth, this->_framebufferHeight); + glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, (GLsizei)this->_framebufferWidth, (GLsizei)this->_framebufferHeight); glActiveTextureARB(GL_TEXTURE0_ARB); } - glViewport(0, 0, this->_framebufferWidth, this->_framebufferHeight); + glViewport(0, 0, (GLsizei)this->_framebufferWidth, (GLsizei)this->_framebufferHeight); glDisable(GL_DEPTH_TEST); glDisable(GL_STENCIL_TEST); glDisable(GL_BLEND); @@ -4133,14 +4133,14 @@ Render3DError OpenGLRenderer_1_2::ReadBackPixels() { glDrawBuffer(GL_WORKING_ATTACHMENT_ID); glReadBuffer(GL_COLOROUT_ATTACHMENT_ID); - glBlitFramebufferEXT(0, this->_framebufferHeight, this->_framebufferWidth, 0, 0, 0, this->_framebufferWidth, this->_framebufferHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST); + glBlitFramebufferEXT(0, (GLint)this->_framebufferHeight, (GLint)this->_framebufferWidth, 0, 0, 0, (GLint)this->_framebufferWidth, (GLint)this->_framebufferHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST); glReadBuffer(GL_WORKING_ATTACHMENT_ID); } else { glDrawBuffer(GL_COLOROUT_ATTACHMENT_ID); glReadBuffer(GL_WORKING_ATTACHMENT_ID); - glBlitFramebufferEXT(0, this->_framebufferHeight, this->_framebufferWidth, 0, 0, 0, this->_framebufferWidth, this->_framebufferHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST); + glBlitFramebufferEXT(0, (GLint)this->_framebufferHeight, (GLint)this->_framebufferWidth, 0, 0, 0, (GLint)this->_framebufferWidth, (GLint)this->_framebufferHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST); glReadBuffer(GL_COLOROUT_ATTACHMENT_ID); } } @@ -4155,7 +4155,7 @@ Render3DError OpenGLRenderer_1_2::ReadBackPixels() this->_mappedFramebuffer = NULL; } - glReadPixels(0, 0, this->_framebufferWidth, this->_framebufferHeight, GL_BGRA, GL_UNSIGNED_BYTE, 0); + glReadPixels(0, 0, (GLsizei)this->_framebufferWidth, (GLsizei)this->_framebufferHeight, GL_BGRA, GL_UNSIGNED_BYTE, 0); } this->_pixelReadNeedsFinish = true; @@ -4486,7 +4486,7 @@ Render3DError OpenGLRenderer_1_2::PostprocessFramebuffer() (this->_enableFog && this->_deviceInfo.isFogSupported) ) { // Set up the postprocessing states - glViewport(0, 0, this->_framebufferWidth, this->_framebufferHeight); + glViewport(0, 0, (GLsizei)this->_framebufferWidth, (GLsizei)this->_framebufferHeight); glDisable(GL_DEPTH_TEST); glDisable(GL_CULL_FACE); @@ -4658,20 +4658,20 @@ Render3DError OpenGLRenderer_1_2::ClearUsingImage(const u16 *__restrict colorBuf { glReadBuffer(GL_FOGATTRIBUTES_ATTACHMENT_ID); glDrawBuffer(GL_FOGATTRIBUTES_ATTACHMENT_ID); - glBlitFramebufferEXT(0, GPU_FRAMEBUFFER_NATIVE_HEIGHT, GPU_FRAMEBUFFER_NATIVE_WIDTH, 0, 0, 0, this->_framebufferWidth, this->_framebufferHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST); + glBlitFramebufferEXT(0, GPU_FRAMEBUFFER_NATIVE_HEIGHT, GPU_FRAMEBUFFER_NATIVE_WIDTH, 0, 0, 0, (GLint)this->_framebufferWidth, (GLint)this->_framebufferHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST); } // Blit the color buffer. Do this last so that color attachment 0 is set to the read FBO. glReadBuffer(GL_COLOROUT_ATTACHMENT_ID); glDrawBuffer(GL_COLOROUT_ATTACHMENT_ID); - glBlitFramebufferEXT(0, GPU_FRAMEBUFFER_NATIVE_HEIGHT, GPU_FRAMEBUFFER_NATIVE_WIDTH, 0, 0, 0, this->_framebufferWidth, this->_framebufferHeight, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, GL_NEAREST); + glBlitFramebufferEXT(0, GPU_FRAMEBUFFER_NATIVE_HEIGHT, GPU_FRAMEBUFFER_NATIVE_WIDTH, 0, 0, 0, (GLint)this->_framebufferWidth, (GLint)this->_framebufferHeight, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, GL_NEAREST); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, OGLRef.fboRenderID); glDrawBuffers(4, GeometryDrawBuffersEnum[this->_geometryProgramFlags.DrawBuffersMode]); } else { - glBlitFramebufferEXT(0, GPU_FRAMEBUFFER_NATIVE_HEIGHT, GPU_FRAMEBUFFER_NATIVE_WIDTH, 0, 0, 0, this->_framebufferWidth, this->_framebufferHeight, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, GL_NEAREST); + glBlitFramebufferEXT(0, GPU_FRAMEBUFFER_NATIVE_HEIGHT, GPU_FRAMEBUFFER_NATIVE_WIDTH, 0, 0, 0, (GLint)this->_framebufferWidth, (GLint)this->_framebufferHeight, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, GL_NEAREST); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, OGLRef.fboRenderID); glReadBuffer(GL_COLOROUT_ATTACHMENT_ID); glDrawBuffer(GL_COLOROUT_ATTACHMENT_ID); @@ -4708,13 +4708,13 @@ Render3DError OpenGLRenderer_1_2::ClearUsingImage(const u16 *__restrict colorBuf { glReadBuffer(GL_FOGATTRIBUTES_ATTACHMENT_ID); glDrawBuffer(GL_FOGATTRIBUTES_ATTACHMENT_ID); - glBlitFramebufferEXT(0, 0, this->_framebufferWidth, this->_framebufferHeight, 0, 0, this->_framebufferWidth, this->_framebufferHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST); + glBlitFramebufferEXT(0, 0, (GLint)this->_framebufferWidth, (GLint)this->_framebufferHeight, 0, 0, (GLint)this->_framebufferWidth, (GLint)this->_framebufferHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST); } // Blit the color and depth buffers. Do this last so that color attachment 0 is set to the read FBO. glReadBuffer(GL_COLOROUT_ATTACHMENT_ID); glDrawBuffer(GL_COLOROUT_ATTACHMENT_ID); - glBlitFramebufferEXT(0, 0, this->_framebufferWidth, this->_framebufferHeight, 0, 0, this->_framebufferWidth, this->_framebufferHeight, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, GL_NEAREST); + glBlitFramebufferEXT(0, 0, (GLint)this->_framebufferWidth, (GLint)this->_framebufferHeight, 0, 0, (GLint)this->_framebufferWidth, (GLint)this->_framebufferHeight, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, GL_NEAREST); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, OGLRef.selectedRenderingFBO); glDrawBuffers(4, GeometryDrawBuffersEnum[this->_geometryProgramFlags.DrawBuffersMode]); @@ -4722,7 +4722,7 @@ Render3DError OpenGLRenderer_1_2::ClearUsingImage(const u16 *__restrict colorBuf else { // Blit the color and depth buffers. - glBlitFramebufferEXT(0, 0, this->_framebufferWidth, this->_framebufferHeight, 0, 0, this->_framebufferWidth, this->_framebufferHeight, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, GL_NEAREST); + glBlitFramebufferEXT(0, 0, (GLint)this->_framebufferWidth, (GLint)this->_framebufferHeight, 0, 0, (GLint)this->_framebufferWidth, (GLint)this->_framebufferHeight, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, GL_NEAREST); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, OGLRef.selectedRenderingFBO); glReadBuffer(GL_COLOROUT_ATTACHMENT_ID); @@ -5205,7 +5205,7 @@ Render3DError OpenGLRenderer_1_2::RenderPowerOff() this->_mappedFramebuffer = NULL; } - glReadPixels(0, 0, this->_framebufferWidth, this->_framebufferHeight, GL_BGRA, GL_UNSIGNED_BYTE, 0); + glReadPixels(0, 0, (GLsizei)this->_framebufferWidth, (GLsizei)this->_framebufferHeight, GL_BGRA, GL_UNSIGNED_BYTE, 0); } ENDGL(); @@ -5236,7 +5236,7 @@ Render3DError OpenGLRenderer_1_2::RenderFinish() } else { - glReadPixels(0, 0, this->_framebufferWidth, this->_framebufferHeight, GL_BGRA, GL_UNSIGNED_BYTE, this->_framebufferColor); + glReadPixels(0, 0, (GLsizei)this->_framebufferWidth, (GLsizei)this->_framebufferHeight, GL_BGRA, GL_UNSIGNED_BYTE, this->_framebufferColor); } ENDGL(); @@ -5309,22 +5309,22 @@ Render3DError OpenGLRenderer_1_2::SetFramebufferSize(size_t w, size_t h) if (this->isShaderSupported || this->isFBOSupported) { glActiveTextureARB(GL_TEXTURE0_ARB + OGLTextureUnitID_FinalColor); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)w, (GLsizei)h, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL); } if (this->isFBOSupported) { glActiveTextureARB(GL_TEXTURE0_ARB + OGLTextureUnitID_DepthStencil); - glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8_EXT, w, h, 0, GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, NULL); + glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8_EXT, (GLsizei)w, (GLsizei)h, 0, GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, NULL); glActiveTextureARB(GL_TEXTURE0_ARB + OGLTextureUnitID_GColor); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)w, (GLsizei)h, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL); glActiveTextureARB(GL_TEXTURE0_ARB + OGLTextureUnitID_GPolyID); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)w, (GLsizei)h, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL); glActiveTextureARB(GL_TEXTURE0_ARB + OGLTextureUnitID_FogAttr); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)w, (GLsizei)h, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL); } glActiveTextureARB(GL_TEXTURE0_ARB); diff --git a/desmume/src/OGLRender_3_2.cpp b/desmume/src/OGLRender_3_2.cpp old mode 100755 new mode 100644 index 39f528c62..8edd37deb --- a/desmume/src/OGLRender_3_2.cpp +++ b/desmume/src/OGLRender_3_2.cpp @@ -656,7 +656,7 @@ Render3DError OpenGLRenderer_3_2::InitExtensions() glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, this->_framebufferWidth, this->_framebufferHeight, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)this->_framebufferWidth, (GLsizei)this->_framebufferHeight, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL); glActiveTexture(GL_TEXTURE0); // Load and create shaders. Return on any error, since v3.2 Core Profile makes shaders mandatory. @@ -819,7 +819,7 @@ Render3DError OpenGLRenderer_3_2::CreateFBOs() glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE); - glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, this->_framebufferWidth, this->_framebufferHeight, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, NULL); + glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, (GLsizei)this->_framebufferWidth, (GLsizei)this->_framebufferHeight, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, NULL); glActiveTexture(GL_TEXTURE0 + OGLTextureUnitID_GColor); glBindTexture(GL_TEXTURE_2D, OGLRef.texGColorID); @@ -827,7 +827,7 @@ Render3DError OpenGLRenderer_3_2::CreateFBOs() glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, this->_framebufferWidth, this->_framebufferHeight, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)this->_framebufferWidth, (GLsizei)this->_framebufferHeight, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL); glActiveTexture(GL_TEXTURE0 + OGLTextureUnitID_GPolyID); glBindTexture(GL_TEXTURE_2D, OGLRef.texGPolyID); @@ -835,7 +835,7 @@ Render3DError OpenGLRenderer_3_2::CreateFBOs() glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, this->_framebufferWidth, this->_framebufferHeight, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)this->_framebufferWidth, (GLsizei)this->_framebufferHeight, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL); glActiveTexture(GL_TEXTURE0 + OGLTextureUnitID_FogAttr); glBindTexture(GL_TEXTURE_2D, OGLRef.texGFogAttrID); @@ -843,7 +843,7 @@ Render3DError OpenGLRenderer_3_2::CreateFBOs() glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, this->_framebufferWidth, this->_framebufferHeight, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)this->_framebufferWidth, (GLsizei)this->_framebufferHeight, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL); glActiveTexture(GL_TEXTURE0); @@ -958,7 +958,7 @@ Render3DError OpenGLRenderer_3_2::CreateMultisampledFBO(GLsizei numSamples) glTexParameteri(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, numSamples, GL_RGBA, this->_framebufferWidth, this->_framebufferHeight, GL_TRUE); + glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, numSamples, GL_RGBA, (GLsizei)this->_framebufferWidth, (GLsizei)this->_framebufferHeight, GL_TRUE); glActiveTexture(GL_TEXTURE0 + OGLTextureUnitID_FinalColor); glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, OGLRef.texMSGWorkingID); @@ -966,7 +966,7 @@ Render3DError OpenGLRenderer_3_2::CreateMultisampledFBO(GLsizei numSamples) glTexParameteri(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, numSamples, GL_RGBA, this->_framebufferWidth, this->_framebufferHeight, GL_TRUE); + glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, numSamples, GL_RGBA, (GLsizei)this->_framebufferWidth, (GLsizei)this->_framebufferHeight, GL_TRUE); glActiveTexture(GL_TEXTURE0); } @@ -976,17 +976,17 @@ Render3DError OpenGLRenderer_3_2::CreateMultisampledFBO(GLsizei numSamples) glGenRenderbuffers(1, &OGLRef.rboMSGWorkingID); glBindRenderbuffer(GL_RENDERBUFFER, OGLRef.rboMSGColorID); - glRenderbufferStorageMultisample(GL_RENDERBUFFER, numSamples, GL_RGBA, this->_framebufferWidth, this->_framebufferHeight); + glRenderbufferStorageMultisample(GL_RENDERBUFFER, numSamples, GL_RGBA, (GLsizei)this->_framebufferWidth, (GLsizei)this->_framebufferHeight); glBindRenderbuffer(GL_RENDERBUFFER, OGLRef.rboMSGWorkingID); - glRenderbufferStorageMultisample(GL_RENDERBUFFER, numSamples, GL_RGBA, this->_framebufferWidth, this->_framebufferHeight); + glRenderbufferStorageMultisample(GL_RENDERBUFFER, numSamples, GL_RGBA, (GLsizei)this->_framebufferWidth, (GLsizei)this->_framebufferHeight); } glBindRenderbuffer(GL_RENDERBUFFER, OGLRef.rboMSGPolyID); - glRenderbufferStorageMultisample(GL_RENDERBUFFER, numSamples, GL_RGBA, this->_framebufferWidth, this->_framebufferHeight); + glRenderbufferStorageMultisample(GL_RENDERBUFFER, numSamples, GL_RGBA, (GLsizei)this->_framebufferWidth, (GLsizei)this->_framebufferHeight); glBindRenderbuffer(GL_RENDERBUFFER, OGLRef.rboMSGFogAttrID); - glRenderbufferStorageMultisample(GL_RENDERBUFFER, numSamples, GL_RGBA, this->_framebufferWidth, this->_framebufferHeight); + glRenderbufferStorageMultisample(GL_RENDERBUFFER, numSamples, GL_RGBA, (GLsizei)this->_framebufferWidth, (GLsizei)this->_framebufferHeight); glBindRenderbuffer(GL_RENDERBUFFER, OGLRef.rboMSGDepthStencilID); - glRenderbufferStorageMultisample(GL_RENDERBUFFER, numSamples, GL_DEPTH24_STENCIL8, this->_framebufferWidth, this->_framebufferHeight); + glRenderbufferStorageMultisample(GL_RENDERBUFFER, numSamples, GL_DEPTH24_STENCIL8, (GLsizei)this->_framebufferWidth, (GLsizei)this->_framebufferHeight); // Set up multisampled rendering FBO glGenFramebuffers(1, &OGLRef.fboMSIntermediateRenderID); @@ -1055,8 +1055,8 @@ void OpenGLRenderer_3_2::DestroyMultisampledFBO() void OpenGLRenderer_3_2::ResizeMultisampledFBOs(GLsizei numSamples) { OGLRenderRef &OGLRef = *this->ref; - GLsizei w = this->_framebufferWidth; - GLsizei h = this->_framebufferHeight; + GLsizei w = (GLsizei)this->_framebufferWidth; + GLsizei h = (GLsizei)this->_framebufferHeight; if ( !this->isMultisampledFBOSupported || (numSamples == 1) || @@ -1708,7 +1708,7 @@ void OpenGLRenderer_3_2::GetExtensionSet(std::set *oglExtensionSet) GLint extensionCount = 0; glGetIntegerv(GL_NUM_EXTENSIONS, &extensionCount); - for (size_t i = 0; i < extensionCount; i++) + for (GLuint i = 0; i < extensionCount; i++) { const char * extensionName = (const char *)glGetStringi(GL_EXTENSIONS, i); if (extensionName == NULL) { @@ -1777,13 +1777,13 @@ Render3DError OpenGLRenderer_3_2::ZeroDstAlphaPass(const POLY *rawPolyList, cons // This is not perfectly pixel accurate, but it's better than nothing. glBindFramebuffer(GL_DRAW_FRAMEBUFFER, OGLRef.fboRenderID); glDrawBuffer(GL_COLOROUT_ATTACHMENT_ID); - glBlitFramebuffer(0, 0, this->_framebufferWidth, this->_framebufferHeight, 0, 0, this->_framebufferWidth, this->_framebufferHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST); + glBlitFramebuffer(0, 0, (GLint)this->_framebufferWidth, (GLint)this->_framebufferHeight, 0, 0, (GLint)this->_framebufferWidth, (GLint)this->_framebufferHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST); glDrawBuffers(4, GeometryDrawBuffersEnum[this->_geometryProgramFlags.DrawBuffersMode]); glBindFramebuffer(GL_FRAMEBUFFER, OGLRef.selectedRenderingFBO); } glUseProgram((isRunningMSAAWithPerSampleShading) ? OGLRef.programMSGeometryZeroDstAlphaID : OGLRef.programGeometryZeroDstAlphaID); - glViewport(0, 0, this->_framebufferWidth, this->_framebufferHeight); + glViewport(0, 0, (GLsizei)this->_framebufferWidth, (GLsizei)this->_framebufferHeight); glDisable(GL_BLEND); glEnable(GL_STENCIL_TEST); glDisable(GL_DEPTH_TEST); @@ -1852,7 +1852,7 @@ void OpenGLRenderer_3_2::_ResolveWorkingBackFacing() glReadBuffer(GL_WORKING_ATTACHMENT_ID); glDrawBuffer(GL_WORKING_ATTACHMENT_ID); - glBlitFramebuffer(0, 0, this->_framebufferWidth, this->_framebufferHeight, 0, 0, this->_framebufferWidth, this->_framebufferHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST); + glBlitFramebuffer(0, 0, (GLint)this->_framebufferWidth, (GLint)this->_framebufferHeight, 0, 0, (GLint)this->_framebufferWidth, (GLint)this->_framebufferHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST); // Reset framebuffer targets glReadBuffer(GL_COLOROUT_ATTACHMENT_ID); @@ -1878,20 +1878,20 @@ void OpenGLRenderer_3_2::_ResolveGeometry() { glReadBuffer(GL_POLYID_ATTACHMENT_ID); glDrawBuffer(GL_POLYID_ATTACHMENT_ID); - glBlitFramebuffer(0, 0, this->_framebufferWidth, this->_framebufferHeight, 0, 0, this->_framebufferWidth, this->_framebufferHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST); + glBlitFramebuffer(0, 0, (GLint)this->_framebufferWidth, (GLint)this->_framebufferHeight, 0, 0, (GLint)this->_framebufferWidth, (GLint)this->_framebufferHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST); } if (this->_enableFog) { glReadBuffer(GL_FOGATTRIBUTES_ATTACHMENT_ID); glDrawBuffer(GL_FOGATTRIBUTES_ATTACHMENT_ID); - glBlitFramebuffer(0, 0, this->_framebufferWidth, this->_framebufferHeight, 0, 0, this->_framebufferWidth, this->_framebufferHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST); + glBlitFramebuffer(0, 0, (GLint)this->_framebufferWidth, (GLint)this->_framebufferHeight, 0, 0, (GLint)this->_framebufferWidth, (GLint)this->_framebufferHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST); } // Blit the color and depth buffers glReadBuffer(GL_COLOROUT_ATTACHMENT_ID); glDrawBuffer(GL_COLOROUT_ATTACHMENT_ID); - glBlitFramebuffer(0, 0, this->_framebufferWidth, this->_framebufferHeight, 0, 0, this->_framebufferWidth, this->_framebufferHeight, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, GL_NEAREST); + glBlitFramebuffer(0, 0, (GLint)this->_framebufferWidth, (GLint)this->_framebufferHeight, 0, 0, (GLint)this->_framebufferWidth, (GLint)this->_framebufferHeight, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, GL_NEAREST); // Reset framebuffer targets glBindFramebuffer(GL_FRAMEBUFFER, OGLRef.fboRenderID); @@ -1921,7 +1921,7 @@ Render3DError OpenGLRenderer_3_2::ReadBackPixels() glReadBuffer(GL_COLOROUT_ATTACHMENT_ID); } - glViewport(0, 0, this->_framebufferWidth, this->_framebufferHeight); + glViewport(0, 0, (GLsizei)this->_framebufferWidth, (GLsizei)this->_framebufferHeight); glDisable(GL_DEPTH_TEST); glDisable(GL_STENCIL_TEST); glDisable(GL_BLEND); @@ -1938,7 +1938,7 @@ Render3DError OpenGLRenderer_3_2::ReadBackPixels() this->_mappedFramebuffer = NULL; } - glReadPixels(0, 0, this->_framebufferWidth, this->_framebufferHeight, GL_BGRA, GL_UNSIGNED_BYTE, 0); + glReadPixels(0, 0, (GLsizei)this->_framebufferWidth, (GLsizei)this->_framebufferHeight, GL_BGRA, GL_UNSIGNED_BYTE, 0); } else { @@ -1947,14 +1947,14 @@ Render3DError OpenGLRenderer_3_2::ReadBackPixels() { glDrawBuffer(GL_WORKING_ATTACHMENT_ID); glReadBuffer(GL_COLOROUT_ATTACHMENT_ID); - glBlitFramebuffer(0, this->_framebufferHeight, this->_framebufferWidth, 0, 0, 0, this->_framebufferWidth, this->_framebufferHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST); + glBlitFramebuffer(0, (GLint)this->_framebufferHeight, (GLint)this->_framebufferWidth, 0, 0, 0, (GLint)this->_framebufferWidth, (GLint)this->_framebufferHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST); glReadBuffer(GL_WORKING_ATTACHMENT_ID); } else { glDrawBuffer(GL_COLOROUT_ATTACHMENT_ID); glReadBuffer(GL_WORKING_ATTACHMENT_ID); - glBlitFramebuffer(0, this->_framebufferHeight, this->_framebufferWidth, 0, 0, 0, this->_framebufferWidth, this->_framebufferHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST); + glBlitFramebuffer(0, (GLint)this->_framebufferHeight, (GLint)this->_framebufferWidth, 0, 0, 0, (GLint)this->_framebufferWidth, (GLint)this->_framebufferHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST); glReadBuffer(GL_COLOROUT_ATTACHMENT_ID); } @@ -1966,7 +1966,7 @@ Render3DError OpenGLRenderer_3_2::ReadBackPixels() this->_mappedFramebuffer = NULL; } - glReadPixels(0, 0, this->_framebufferWidth, this->_framebufferHeight, GL_RGBA, GL_UNSIGNED_BYTE, 0); + glReadPixels(0, 0, (GLsizei)this->_framebufferWidth, (GLsizei)this->_framebufferHeight, GL_RGBA, GL_UNSIGNED_BYTE, 0); } this->_pixelReadNeedsFinish = true; @@ -2203,7 +2203,7 @@ Render3DError OpenGLRenderer_3_2::PostprocessFramebuffer() if (this->_enableEdgeMark || this->_enableFog) { // Set up the postprocessing states - glViewport(0, 0, this->_framebufferWidth, this->_framebufferHeight); + glViewport(0, 0, (GLsizei)this->_framebufferWidth, (GLsizei)this->_framebufferHeight); glDisable(GL_DEPTH_TEST); glDisable(GL_CULL_FACE); @@ -2325,13 +2325,13 @@ Render3DError OpenGLRenderer_3_2::ClearUsingImage(const u16 *__restrict colorBuf // Blit the fog buffer glReadBuffer(GL_FOGATTRIBUTES_ATTACHMENT_ID); glDrawBuffer(GL_FOGATTRIBUTES_ATTACHMENT_ID); - glBlitFramebuffer(0, GPU_FRAMEBUFFER_NATIVE_HEIGHT, GPU_FRAMEBUFFER_NATIVE_WIDTH, 0, 0, 0, this->_framebufferWidth, this->_framebufferHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST); + glBlitFramebuffer(0, GPU_FRAMEBUFFER_NATIVE_HEIGHT, GPU_FRAMEBUFFER_NATIVE_WIDTH, 0, 0, 0, (GLint)this->_framebufferWidth, (GLint)this->_framebufferHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST); } // Blit the color and depth/stencil buffers. Do this last so that color attachment 0 is set to the read FBO. glReadBuffer(GL_COLOROUT_ATTACHMENT_ID); glDrawBuffer(GL_COLOROUT_ATTACHMENT_ID); - glBlitFramebuffer(0, GPU_FRAMEBUFFER_NATIVE_HEIGHT, GPU_FRAMEBUFFER_NATIVE_WIDTH, 0, 0, 0, this->_framebufferWidth, this->_framebufferHeight, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST); + glBlitFramebuffer(0, GPU_FRAMEBUFFER_NATIVE_HEIGHT, GPU_FRAMEBUFFER_NATIVE_WIDTH, 0, 0, 0, (GLint)this->_framebufferWidth, (GLint)this->_framebufferHeight, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST); glBindFramebuffer(GL_FRAMEBUFFER, OGLRef.fboRenderID); glDrawBuffers(4, GeometryDrawBuffersEnum[this->_geometryProgramFlags.DrawBuffersMode]); @@ -2359,13 +2359,13 @@ Render3DError OpenGLRenderer_3_2::ClearUsingImage(const u16 *__restrict colorBuf { glReadBuffer(GL_FOGATTRIBUTES_ATTACHMENT_ID); glDrawBuffer(GL_FOGATTRIBUTES_ATTACHMENT_ID); - glBlitFramebuffer(0, 0, this->_framebufferWidth, this->_framebufferHeight, 0, 0, this->_framebufferWidth, this->_framebufferHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST); + glBlitFramebuffer(0, 0, (GLint)this->_framebufferWidth, (GLint)this->_framebufferHeight, 0, 0, (GLint)this->_framebufferWidth, (GLint)this->_framebufferHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST); } // Blit the color and depth/stencil buffers. Do this last so that color attachment 0 is set to the read FBO. glReadBuffer(GL_COLOROUT_ATTACHMENT_ID); glDrawBuffer(GL_COLOROUT_ATTACHMENT_ID); - glBlitFramebuffer(0, 0, this->_framebufferWidth, this->_framebufferHeight, 0, 0, this->_framebufferWidth, this->_framebufferHeight, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST); + glBlitFramebuffer(0, 0, (GLint)this->_framebufferWidth, (GLint)this->_framebufferHeight, 0, 0, (GLint)this->_framebufferWidth, (GLint)this->_framebufferHeight, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, GL_NEAREST); glBindFramebuffer(GL_FRAMEBUFFER, OGLRef.selectedRenderingFBO); glDrawBuffers(4, GeometryDrawBuffersEnum[this->_geometryProgramFlags.DrawBuffersMode]); @@ -2411,7 +2411,7 @@ Render3DError OpenGLRenderer_3_2::ClearUsingValues(const FragmentColor &clearCol void OpenGLRenderer_3_2::SetPolygonIndex(const size_t index) { this->_currentPolyIndex = index; - glUniform1i(this->ref->uniformPolyStateIndex[this->_geometryProgramFlags.value], index); + glUniform1i(this->ref->uniformPolyStateIndex[this->_geometryProgramFlags.value], (GLint)index); if (this->_syncBufferSetup != NULL) { @@ -2575,19 +2575,19 @@ Render3DError OpenGLRenderer_3_2::SetFramebufferSize(size_t w, size_t h) } glActiveTexture(GL_TEXTURE0 + OGLTextureUnitID_FinalColor); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)w, (GLsizei)h, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL); glActiveTexture(GL_TEXTURE0 + OGLTextureUnitID_DepthStencil); - glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, w, h, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, NULL); + glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, (GLsizei)w, (GLsizei)h, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, NULL); glActiveTexture(GL_TEXTURE0 + OGLTextureUnitID_GColor); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)w, (GLsizei)h, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL); glActiveTexture(GL_TEXTURE0 + OGLTextureUnitID_GPolyID); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)w, (GLsizei)h, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL); glActiveTexture(GL_TEXTURE0 + OGLTextureUnitID_FogAttr); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)w, (GLsizei)h, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL); glActiveTexture(GL_TEXTURE0); @@ -2663,7 +2663,7 @@ Render3DError OpenGLRenderer_3_2::RenderPowerOff() this->_mappedFramebuffer = NULL; } - glReadPixels(0, 0, this->_framebufferWidth, this->_framebufferHeight, GL_BGRA, GL_UNSIGNED_BYTE, 0); + glReadPixels(0, 0, (GLsizei)this->_framebufferWidth, (GLsizei)this->_framebufferHeight, GL_BGRA, GL_UNSIGNED_BYTE, 0); ENDGL();