msvc: resolve all warnings in VideoBackends/OGL.
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fd16065979
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5471c71819
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@ -282,7 +282,7 @@ std::string OpenGLPostProcessing::LoadShaderOptions(const std::string& code)
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}
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else if (it.second.m_type == PostProcessingShaderConfiguration::ConfigurationOption::OptionType::OPTION_INTEGER)
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{
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u32 count = it.second.m_integer_values.size();
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u32 count = static_cast<u32>(it.second.m_integer_values.size());
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if (count == 1)
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glsl_options += StringFromFormat("uniform int option_%s;\n", it.first.c_str());
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else
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@ -290,7 +290,7 @@ std::string OpenGLPostProcessing::LoadShaderOptions(const std::string& code)
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}
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else if (it.second.m_type == PostProcessingShaderConfiguration::ConfigurationOption::OptionType::OPTION_FLOAT)
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{
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u32 count = it.second.m_float_values.size();
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u32 count = static_cast<u32>(it.second.m_float_values.size());
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if (count == 1)
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glsl_options += StringFromFormat("uniform float option_%s;\n", it.first.c_str());
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else
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@ -144,7 +144,8 @@ static void ApplySSAASettings()
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if (g_ogl_config.bSupportSampleShading)
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{
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glEnable(GL_SAMPLE_SHADING_ARB);
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glMinSampleShadingARB(s_MSAASamples);
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GLfloat min_sample_shading_value = static_cast<GLfloat>(s_MSAASamples);
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glMinSampleShadingARB(min_sample_shading_value);
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}
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else
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{
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@ -718,7 +719,7 @@ void Renderer::DrawDebugInfo()
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glLineWidth(3.0f);
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// 2*Coords + 3*Color
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u32 length = stats.efb_regions.size() * sizeof(GLfloat) * (2+3)*2*6;
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GLsizeiptr length = stats.efb_regions.size() * sizeof(GLfloat) * (2 + 3) * 2 * 6;
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glBindBuffer(GL_ARRAY_BUFFER, s_ShowEFBCopyRegions_VBO);
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glBufferData(GL_ARRAY_BUFFER, length, nullptr, GL_STREAM_DRAW);
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GLfloat *Vertices = (GLfloat*)glMapBufferRange(GL_ARRAY_BUFFER, 0, length, GL_MAP_WRITE_BIT);
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@ -822,8 +823,9 @@ void Renderer::DrawDebugInfo()
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glUnmapBuffer(GL_ARRAY_BUFFER);
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s_ShowEFBCopyRegions.Bind();
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glBindVertexArray( s_ShowEFBCopyRegions_VAO );
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glDrawArrays(GL_LINES, 0, stats.efb_regions.size() * 2*6);
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glBindVertexArray(s_ShowEFBCopyRegions_VAO);
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GLsizei count = static_cast<GLsizei>(stats.efb_regions.size() * 2*6);
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glDrawArrays(GL_LINES, 0, count);
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// Restore Line Size
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SetLineWidth();
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@ -1180,7 +1182,11 @@ void Renderer::SetViewport()
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}
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else
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{
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glViewport(ceil(X), ceil(Y), ceil(Width), ceil(Height));
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auto iceilf = [](float f)
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{
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return static_cast<GLint>(ceilf(f));
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};
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glViewport(iceilf(X), iceilf(Y), iceilf(Width), iceilf(Height));
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}
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glDepthRangef(GLNear, GLFar);
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}
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@ -1405,10 +1411,10 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbHeight,const EFBRectangl
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if (g_ActiveConfig.bUseRealXFB)
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{
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drawRc.top = flipped_trc.top;
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drawRc.bottom = flipped_trc.bottom;
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drawRc.left = flipped_trc.left;
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drawRc.right = flipped_trc.right;
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drawRc.top = static_cast<float>(flipped_trc.top);
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drawRc.bottom = static_cast<float>(flipped_trc.bottom);
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drawRc.left = static_cast<float>(flipped_trc.left);
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drawRc.right = static_cast<float>(flipped_trc.right);
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}
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else
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{
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@ -1417,10 +1423,17 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbHeight,const EFBRectangl
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int xfbWidth = xfbSource->srcWidth;
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int hOffset = ((s32)xfbSource->srcAddr - (s32)xfbAddr) / ((s32)fbWidth * 2);
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drawRc.top = flipped_trc.top - hOffset * flipped_trc.GetHeight() / fbHeight;
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drawRc.bottom = flipped_trc.top - (hOffset + xfbHeight) * flipped_trc.GetHeight() / fbHeight;
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drawRc.left = flipped_trc.left + (flipped_trc.GetWidth() - xfbWidth * flipped_trc.GetWidth() / fbWidth)/2;
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drawRc.right = flipped_trc.left + (flipped_trc.GetWidth() + xfbWidth * flipped_trc.GetWidth() / fbWidth)/2;
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MathUtil::Rectangle<u32> rect_u32;
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rect_u32.top = flipped_trc.top - hOffset * flipped_trc.GetHeight() / fbHeight;
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rect_u32.bottom = flipped_trc.top - (hOffset + xfbHeight) * flipped_trc.GetHeight() / fbHeight;
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rect_u32.left = flipped_trc.left + (flipped_trc.GetWidth() - xfbWidth * flipped_trc.GetWidth() / fbWidth)/2;
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rect_u32.right = flipped_trc.left + (flipped_trc.GetWidth() + xfbWidth * flipped_trc.GetWidth() / fbWidth)/2;
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drawRc.top = static_cast<float>(rect_u32.top);
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drawRc.bottom = static_cast<float>(rect_u32.bottom);
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drawRc.left = static_cast<float>(rect_u32.left);
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drawRc.right = static_cast<float>(rect_u32.right);
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// The following code disables auto stretch. Kept for reference.
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// scale draw area for a 1 to 1 pixel mapping with the draw target
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@ -274,12 +274,14 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
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glViewport(0, 0, virtual_width, virtual_height);
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GLuint uniform_location;
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if (srcFormat == PEControl::Z24)
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{
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s_DepthMatrixProgram.Bind();
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if (s_DepthCbufid != cbufid)
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glUniform4fv(s_DepthMatrixUniform, 5, colmat);
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s_DepthCbufid = cbufid;
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uniform_location = s_DepthCopyPositionUniform;
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}
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else
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{
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@ -287,11 +289,12 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
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if (s_ColorCbufid != cbufid)
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glUniform4fv(s_ColorMatrixUniform, 7, colmat);
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s_ColorCbufid = cbufid;
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uniform_location = s_ColorCopyPositionUniform;
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}
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TargetRectangle R = g_renderer->ConvertEFBRectangle(srcRect);
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glUniform4f(srcFormat == PEControl::Z24 ? s_DepthCopyPositionUniform : s_ColorCopyPositionUniform,
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R.left, R.top, R.right, R.bottom);
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glUniform4f(uniform_location, static_cast<float>(R.left), static_cast<float>(R.top),
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static_cast<float>(R.right), static_cast<float>(R.bottom));
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GL_REPORT_ERRORD();
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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@ -345,7 +345,8 @@ void EncodeToRamYUYV(GLuint srcTexture, const TargetRectangle& sourceRc, u8* des
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s_rgbToYuyvProgram.Bind();
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glUniform4f(s_rgbToYuyvUniform_loc, sourceRc.left, sourceRc.top, sourceRc.right, sourceRc.bottom);
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glUniform4f(s_rgbToYuyvUniform_loc, static_cast<float>(sourceRc.left), static_cast<float>(sourceRc.top),
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static_cast<float>(sourceRc.right), static_cast<float>(sourceRc.bottom));
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// We enable linear filtering, because the gamecube does filtering in the vertical direction when
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// yscale is enabled.
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