diff --git a/pcsx2/GS/Renderers/HW/GSRendererHW.cpp b/pcsx2/GS/Renderers/HW/GSRendererHW.cpp index fb9f9113a1..08397899aa 100644 --- a/pcsx2/GS/Renderers/HW/GSRendererHW.cpp +++ b/pcsx2/GS/Renderers/HW/GSRendererHW.cpp @@ -242,16 +242,16 @@ GSTexture* GSRendererHW::GetOutput(int i, int& y_offset) const int videomode = static_cast(GetVideoMode()) - 1; const GSVector4i offsets = VideoModeOffsets[videomode]; - const int fb_width = std::min(std::min(GetFramebufferWidth(), DISPFB.FBW * 64) + (int)DISPFB.DBX, 2048); + const int fb_width = std::min(std::min(GetFramebufferWidth(), DISPFB.FBW * 64) + static_cast(DISPFB.DBX), 2048); const int display_height = offsets.y * ((isinterlaced() && !m_regs->SMODE2.FFMD) ? 2 : 1); const int display_offset = GetResolutionOffset(i).y; - int fb_height = (std::min(GetFramebufferHeight(), display_height) + (int)DISPFB.DBY) % 2048; + int fb_height = (std::min(GetFramebufferHeight(), display_height) + static_cast(DISPFB.DBY)) % 2048; // If there is a negative vertical offset on the picture, we need to read more. if (display_offset < 0) { fb_height += -display_offset; } - // TRACE(_T("[%d] GetOutput %d %05x (%d)\n"), (int)m_perfmon.GetFrame(), i, (int)TEX0.TBP0, (int)TEX0.PSM); + // TRACE(_T("[%d] GetOutput %d %05x (%d)\n"), static_cast(g_perfmon.GetFrame()), i, static_cast(TEX0.TBP0), static_cast(TEX0.PSM)); GSTexture* t = nullptr; @@ -273,7 +273,7 @@ GSTexture* GSRendererHW::GetOutput(int i, int& y_offset) { if (GSConfig.SaveFrame && s_n >= GSConfig.SaveN) { - t->Save(GetDrawDumpPath("%05d_f%lld_fr%d_%05x_%s.bmp", s_n, g_perfmon.GetFrame(), i, (int)TEX0.TBP0, psm_str(TEX0.PSM))); + t->Save(GetDrawDumpPath("%05d_f%lld_fr%d_%05x_%s.bmp", s_n, g_perfmon.GetFrame(), i, static_cast(TEX0.TBP0), psm_str(TEX0.PSM))); } } #endif @@ -302,7 +302,7 @@ GSTexture* GSRendererHW::GetFeedbackOutput() #ifdef ENABLE_OGL_DEBUG if (GSConfig.DumpGSData && GSConfig.SaveFrame && s_n >= GSConfig.SaveN) - t->Save(GetDrawDumpPath("%05d_f%lld_fr%d_%05x_%s.bmp", s_n, g_perfmon.GetFrame(), 3, (int)TEX0.TBP0, psm_str(TEX0.PSM))); + t->Save(GetDrawDumpPath("%05d_f%lld_fr%d_%05x_%s.bmp", s_n, g_perfmon.GetFrame(), 3, static_cast(TEX0.TBP0), psm_str(TEX0.PSM))); #endif return t; @@ -325,7 +325,7 @@ void GSRendererHW::Lines2Sprites() { const size_t count = m_vertex.next; - int i = (int)count * 2 - 4; + int i = static_cast(count) * 2 - 4; GSVertex* s = &m_vertex.buff[count - 2]; GSVertex* q = &m_vertex.buff[count * 2 - 4]; u32* RESTRICT index = &m_index.buff[count * 3 - 6]; @@ -419,7 +419,7 @@ void GSRendererHW::ExpandIndices() constexpr GSVector4i low0 = GSVector4i::cxpr(0, 1, 2, 1); constexpr GSVector4i low1 = GSVector4i::cxpr(2, 3, 0, 1); constexpr GSVector4i low2 = GSVector4i::cxpr(2, 1, 2, 3); - GSVector4i in = read->sll32(2); + const GSVector4i in = read->sll32(2); write[0] = in.xxxx() | low0; write[1] = in.xxyy() | low1; write[2] = in.yyyy() | low2; @@ -433,7 +433,7 @@ void GSRendererHW::ExpandIndices() constexpr GSVector4i low0 = GSVector4i::cxpr(0, 1, 2, 1); constexpr GSVector4i low1 = GSVector4i::cxpr(2, 3, 0, 1); constexpr GSVector4i low2 = GSVector4i::cxpr(2, 1, 2, 3); - GSVector4i in = read->sll32(2); + const GSVector4i in = read->sll32(2); write[0] = in.xxyx() | low0; write[1] = in.yyzz() | low1; write[2] = in.wzww() | low2; @@ -442,7 +442,7 @@ void GSRendererHW::ExpandIndices() case GSHWDrawConfig::VSExpand::Sprite: { constexpr GSVector4i low = GSVector4i::cxpr(0, 1, 0, 1); - GSVector4i in = read->sll32(1); + const GSVector4i in = read->sll32(1); write[0] = in.xxyx() | low; write[1] = in.yyzz() | low; write[2] = in.wzww() | low; @@ -452,52 +452,6 @@ void GSRendererHW::ExpandIndices() } } -void GSRendererHW::EmulateAtst(GSVector4& FogColor_AREF, u8& ps_atst, const bool pass_2) -{ - static const u32 inverted_atst[] = {ATST_ALWAYS, ATST_NEVER, ATST_GEQUAL, ATST_GREATER, ATST_NOTEQUAL, ATST_LESS, ATST_LEQUAL, ATST_EQUAL}; - - if (!m_context->TEST.ATE) - return; - - // Check for pass 2, otherwise do pass 1. - const int atst = pass_2 ? inverted_atst[m_context->TEST.ATST] : m_context->TEST.ATST; - - switch (atst) - { - case ATST_LESS: - FogColor_AREF.a = (float)m_context->TEST.AREF - 0.1f; - ps_atst = 1; - break; - case ATST_LEQUAL: - FogColor_AREF.a = (float)m_context->TEST.AREF - 0.1f + 1.0f; - ps_atst = 1; - break; - case ATST_GEQUAL: - // Maybe a -1 trick multiplication factor could be used to merge with ATST_LEQUAL case - FogColor_AREF.a = (float)m_context->TEST.AREF - 0.1f; - ps_atst = 2; - break; - case ATST_GREATER: - // Maybe a -1 trick multiplication factor could be used to merge with ATST_LESS case - FogColor_AREF.a = (float)m_context->TEST.AREF - 0.1f + 1.0f; - ps_atst = 2; - break; - case ATST_EQUAL: - FogColor_AREF.a = (float)m_context->TEST.AREF; - ps_atst = 3; - break; - case ATST_NOTEQUAL: - FogColor_AREF.a = (float)m_context->TEST.AREF; - ps_atst = 4; - break; - case ATST_NEVER: // Draw won't be done so no need to implement it in shader - case ATST_ALWAYS: - default: - ps_atst = 0; - break; - } -} - // Fix the vertex position/tex_coordinate from 16 bits color to 32 bits color void GSRendererHW::ConvertSpriteTextureShuffle(bool& write_ba, bool& read_ba) { @@ -510,8 +464,8 @@ void GSRendererHW::ConvertSpriteTextureShuffle(bool& write_ba, bool& read_ba) write_ba = (pos > 112 && pos < 136); // Read texture is 8 to 16 pixels (same as above) - const float tw = (float)(1u << m_context->TEX0.TW); - int tex_pos = (PRIM->FST) ? v[0].U : (int)(tw * v[0].ST.S); + const float tw = static_cast(1u << m_context->TEX0.TW); + int tex_pos = (PRIM->FST) ? v[0].U : static_cast(tw * v[0].ST.S); tex_pos &= 0xFF; read_ba = (tex_pos > 112 && tex_pos < 144); @@ -557,7 +511,7 @@ void GSRendererHW::ConvertSpriteTextureShuffle(bool& write_ba, bool& read_ba) int YCord = 0; if (!PRIM->FST) - YCord = (int)((1 << m_context->TEX0.TH) * (v[i].ST.T / v[i].RGBAQ.Q)); + YCord = static_cast((1 << m_context->TEX0.TH) * (v[i].ST.T / v[i].RGBAQ.Q)); else YCord = (v[i].V >> 4); @@ -596,10 +550,10 @@ void GSRendererHW::ConvertSpriteTextureShuffle(bool& write_ba, bool& read_ba) GSVector4i tmp(v[i].XYZ.Y, v[i].V, v[i + 1].XYZ.Y, v[i + 1].V); tmp = GSVector4i(tmp - offset).srl32(1) + offset; - v[i].XYZ.Y = (u16)tmp.x; - v[i].V = (u16)tmp.y; - v[i + 1].XYZ.Y = (u16)tmp.z; - v[i + 1].V = (u16)tmp.w; + v[i].XYZ.Y = static_cast(tmp.x); + v[i].V = static_cast(tmp.y); + v[i + 1].XYZ.Y = static_cast(tmp.z); + v[i + 1].V = static_cast(tmp.w); } } } @@ -629,9 +583,9 @@ void GSRendererHW::ConvertSpriteTextureShuffle(bool& write_ba, bool& read_ba) tmp = GSVector4i(tmp - offset).srl32(1) + offset; //fprintf(stderr, "Before %d, After %d\n", v[i + 1].XYZ.Y, tmp.y); - v[i].XYZ.Y = (u16)tmp.x; + v[i].XYZ.Y = static_cast(tmp.x); v[i].ST.T /= 2.0f; - v[i + 1].XYZ.Y = (u16)tmp.y; + v[i + 1].XYZ.Y = static_cast(tmp.y); v[i + 1].ST.T /= 2.0f; } } @@ -719,8 +673,8 @@ GSVector4 GSRendererHW::RealignTargetTextureCoordinate(const GSTextureCache::Sou } else if (m_vt.m_eq.q) { - const float tw = (float)(1 << m_context->TEX0.TW); - const float th = (float)(1 << m_context->TEX0.TH); + const float tw = static_cast(1 << m_context->TEX0.TW); + const float th = static_cast(1 << m_context->TEX0.TH); const float q = v[0].RGBAQ.Q; // Tales of Abyss @@ -861,14 +815,14 @@ void GSRendererHW::ExpandTarget(const GIFRegBITBLTBUF& BITBLTBUF, const GSVector void GSRendererHW::InvalidateVideoMem(const GIFRegBITBLTBUF& BITBLTBUF, const GSVector4i& r, bool eewrite) { - // printf("[%d] InvalidateVideoMem %d,%d - %d,%d %05x (%d)\n", (int)m_perfmon.GetFrame(), r.left, r.top, r.right, r.bottom, (int)BITBLTBUF.DBP, (int)BITBLTBUF.DPSM); + // printf("[%d] InvalidateVideoMem %d,%d - %d,%d %05x (%d)\n", static_cast(g_perfmon.GetFrame()), r.left, r.top, r.right, r.bottom, static_cast(BITBLTBUF.DBP), static_cast(BITBLTBUF.DPSM)); m_tc->InvalidateVideoMem(m_mem.GetOffset(BITBLTBUF.DBP, BITBLTBUF.DBW, BITBLTBUF.DPSM), r, eewrite); } void GSRendererHW::InvalidateLocalMem(const GIFRegBITBLTBUF& BITBLTBUF, const GSVector4i& r, bool clut) { - // printf("[%d] InvalidateLocalMem %d,%d - %d,%d %05x (%d)\n", (int)m_perfmon.GetFrame(), r.left, r.top, r.right, r.bottom, (int)BITBLTBUF.SBP, (int)BITBLTBUF.SPSM); + // printf("[%d] InvalidateLocalMem %d,%d - %d,%d %05x (%d)\n", static_cast(g_perfmon.GetFrame()), r.left, r.top, r.right, r.bottom, static_cast(BITBLTBUF.SBP), static_cast(BITBLTBUF.SPSM)); if (clut) return; // FIXME @@ -899,19 +853,19 @@ void GSRendererHW::Move() u16 GSRendererHW::Interpolate_UV(float alpha, int t0, int t1) { const float t = (1.0f - alpha) * t0 + alpha * t1; - return (u16)t & ~0xF; // cheap rounding + return static_cast(t) & ~0xF; // cheap rounding } float GSRendererHW::alpha0(int L, int X0, int X1) { const int x = (X0 + 15) & ~0xF; // Round up - return float(x - X0) / (float)L; + return static_cast(x - X0) / static_cast(L); } float GSRendererHW::alpha1(int L, int X0, int X1) { const int x = (X1 - 1) & ~0xF; // Round down. Note -1 because right pixel isn't included in primitive so 0x100 must return 0. - return float(x - X0) / (float)L; + return static_cast(x - X0) / static_cast(L); } void GSRendererHW::SwSpriteRender() @@ -1341,7 +1295,7 @@ void GSRendererHW::Draw() // So if it doesn't meet the condition, always fail, if it does, always pass (turn off the test). if (IsCoverageAlpha() && context->TEST.ATE && context->TEST.ATST > 1) { - const float aref = (float)context->TEST.AREF; + const float aref = static_cast(context->TEST.AREF); const int old_ATST = context->TEST.ATST; context->TEST.ATST = 0; @@ -1485,9 +1439,9 @@ void GSRendererHW::Draw() int k = (m_context->TEX1.K + 8) >> 4; int lcm = m_context->TEX1.LCM; - const int mxl = std::min((int)m_context->TEX1.MXL, 6); + const int mxl = std::min(static_cast(m_context->TEX1.MXL), 6); - if ((int)m_vt.m_lod.x >= mxl) + if (static_cast(m_vt.m_lod.x) >= mxl) { k = mxl; // set lod to max level lcm = 1; // constant lod @@ -1512,25 +1466,25 @@ void GSRendererHW::Draw() if (interpolation == 2) { // Mipmap Linear. Both layers are sampled, only take the big one - m_lod.x = std::max((int)floor(m_vt.m_lod.x), 0); + m_lod.x = std::max(static_cast(floor(m_vt.m_lod.x)), 0); } else { // On GS lod is a fixed float number 7:4 (4 bit for the frac part) #if 0 - m_lod.x = std::max((int)round(m_vt.m_lod.x + 0.0625), 0); + m_lod.x = std::max(static_cast(round(m_vt.m_lod.x + 0.0625)), 0); #else // Same as above with a bigger margin on rounding // The goal is to avoid 1 undrawn pixels around the edge which trigger the load of the big // layer. if (ceil(m_vt.m_lod.x) < m_vt.m_lod.y) - m_lod.x = std::max((int)round(m_vt.m_lod.x + 0.0625 + 0.01), 0); + m_lod.x = std::max(static_cast(round(m_vt.m_lod.x + 0.0625 + 0.01)), 0); else - m_lod.x = std::max((int)round(m_vt.m_lod.x + 0.0625), 0); + m_lod.x = std::max(static_cast(round(m_vt.m_lod.x + 0.0625)), 0); #endif } - m_lod.y = std::max((int)ceil(m_vt.m_lod.y), 0); + m_lod.y = std::max(static_cast(ceil(m_vt.m_lod.y)), 0); } m_lod.x = std::min(m_lod.x, mxl); @@ -1593,7 +1547,7 @@ void GSRendererHW::Draw() // If m_src is from a target that isn't the same size as the texture, texture sample edge modes won't work quite the same way // If the game actually tries to access stuff outside of the rendered target, it was going to get garbage anyways so whatever // But the game could issue reads that wrap to valid areas, so move wrapping to the shader if wrapping is used - GSVector4i unscaled_size = GSVector4i(GSVector4(m_src->m_texture->GetSize()) / GSVector4(m_src->m_texture->GetScale())); + const GSVector4i unscaled_size = GSVector4i(GSVector4(m_src->m_texture->GetSize()) / GSVector4(m_src->m_texture->GetScale())); if (m_context->CLAMP.WMS == CLAMP_REPEAT && (tmm.uses_boundary & TextureMinMaxResult::USES_BOUNDARY_U) && unscaled_size.x != tw) { // Our shader-emulated region repeat doesn't upscale :( @@ -1781,8 +1735,8 @@ void GSRendererHW::Draw() { // We still need to make sure the dimensions of the targets match. const GSVector2 up_s(GetTextureScaleFactor()); - int new_w = std::max(t_size.x, std::max(rt ? rt->m_texture->GetWidth() : 0, ds ? ds->m_texture->GetWidth() : 0)); - int new_h = std::max(t_size.y, std::max(rt ? rt->m_texture->GetHeight() : 0, ds ? ds->m_texture->GetHeight() : 0)); + const int new_w = std::max(t_size.x, std::max(rt ? rt->m_texture->GetWidth() : 0, ds ? ds->m_texture->GetWidth() : 0)); + const int new_h = std::max(t_size.y, std::max(rt ? rt->m_texture->GetHeight() : 0, ds ? ds->m_texture->GetHeight() : 0)); if (rt) { @@ -1813,10 +1767,10 @@ void GSRendererHW::Draw() if (GSConfig.SaveTexture && s_n >= GSConfig.SaveN && m_src) { s = GetDrawDumpPath("%05d_f%lld_itex_%05x_%s_%d%d_%02x_%02x_%02x_%02x.dds", - s_n, frame, (int)context->TEX0.TBP0, psm_str(context->TEX0.PSM), - (int)context->CLAMP.WMS, (int)context->CLAMP.WMT, - (int)context->CLAMP.MINU, (int)context->CLAMP.MAXU, - (int)context->CLAMP.MINV, (int)context->CLAMP.MAXV); + s_n, frame, static_cast(context->TEX0.TBP0), psm_str(context->TEX0.PSM), + static_cast(context->CLAMP.WMS), static_cast(context->CLAMP.WMT), + static_cast(context->CLAMP.MINU), static_cast(context->CLAMP.MAXU), + static_cast(context->CLAMP.MINV), static_cast(context->CLAMP.MAXV)); m_src->m_texture->Save(s); @@ -2186,7 +2140,7 @@ void GSRendererHW::EmulateZbuffer() // On the real GS we appear to do clamping on the max z value the format allows. // Clamping is done after rasterization. const u32 max_z = 0xFFFFFFFF >> (GSLocalMemory::m_psm[m_context->ZBUF.PSM].fmt * 8); - const bool clamp_z = (u32)(GSVector4i(m_vt.m_max.p).z) > max_z; + const bool clamp_z = static_cast(GSVector4i(m_vt.m_max.p).z) > max_z; m_conf.cb_vs.max_depth = GSVector2i(0xFFFFFFFF); //ps_cb.MaxDepth = GSVector4(0.0f, 0.0f, 0.0f, 1.0f); @@ -2537,10 +2491,10 @@ void GSRendererHW::EmulateChannelShuffle(const GSTextureCache::Source* tex) // the rendered size of the framebuffer GSVertex* s = &m_vertex.buff[0]; - s[0].XYZ.X = (u16)(m_context->XYOFFSET.OFX + 0); - s[1].XYZ.X = (u16)(m_context->XYOFFSET.OFX + 16384); - s[0].XYZ.Y = (u16)(m_context->XYOFFSET.OFY + 0); - s[1].XYZ.Y = (u16)(m_context->XYOFFSET.OFY + 16384); + s[0].XYZ.X = static_cast(m_context->XYOFFSET.OFX + 0); + s[1].XYZ.X = static_cast(m_context->XYOFFSET.OFX + 16384); + s[0].XYZ.Y = static_cast(m_context->XYOFFSET.OFY + 0); + s[1].XYZ.Y = static_cast(m_context->XYOFFSET.OFY + 16384); m_vertex.head = m_vertex.tail = m_vertex.next = 2; m_index.tail = 2; @@ -2657,7 +2611,7 @@ void GSRendererHW::EmulateBlending(bool& DATE_PRIMID, bool& DATE_BARRIER, bool& else blend_ad_alpha_masked = false; - u8 blend_index = u8(((m_conf.ps.blend_a * 3 + m_conf.ps.blend_b) * 3 + m_conf.ps.blend_c) * 3 + m_conf.ps.blend_d); + u8 blend_index = static_cast(((m_conf.ps.blend_a * 3 + m_conf.ps.blend_b) * 3 + m_conf.ps.blend_c) * 3 + m_conf.ps.blend_d); const HWBlend blend_preliminary = GSDevice::GetBlend(blend_index, false); const int blend_flag = blend_preliminary.flags; @@ -3317,8 +3271,8 @@ void GSRendererHW::EmulateTextureSampler(const GSTextureCache::Source* tex) const int w = tex->m_texture->GetWidth(); const int h = tex->m_texture->GetHeight(); - const int tw = (int)(1 << m_context->TEX0.TW); - const int th = (int)(1 << m_context->TEX0.TH); + const int tw = static_cast(1 << m_context->TEX0.TW); + const int th = static_cast(1 << m_context->TEX0.TH); const int miptw = 1 << tex->m_TEX0.TW; const int mipth = 1 << tex->m_TEX0.TH; @@ -3338,10 +3292,10 @@ void GSRendererHW::EmulateTextureSampler(const GSTextureCache::Source* tex) else if (trilinear_manual) { // Reuse uv_min_max for mipmap parameter to avoid an extension of the UBO - m_conf.cb_ps.MinMax.x = (float)m_context->TEX1.K / 16.0f; - m_conf.cb_ps.MinMax.y = float(1 << m_context->TEX1.L); - m_conf.cb_ps.MinMax.z = float(m_lod.x); // Offset because first layer is m_lod, dunno if we can do better - m_conf.cb_ps.MinMax.w = float(m_lod.y); + m_conf.cb_ps.MinMax.x = static_cast(m_context->TEX1.K) / 16.0f; + m_conf.cb_ps.MinMax.y = static_cast(1 << m_context->TEX1.L); + m_conf.cb_ps.MinMax.z = static_cast(m_lod.x); // Offset because first layer is m_lod, dunno if we can do better + m_conf.cb_ps.MinMax.w = static_cast(m_lod.y); } else if (trilinear_auto) { @@ -3359,8 +3313,8 @@ void GSRendererHW::EmulateTextureSampler(const GSTextureCache::Source* tex) { m_conf.ps.invalid_tex0 = 1; // Use invalid size to denormalize ST coordinate - m_conf.cb_ps.WH.x = (float)(1 << m_context->stack.TEX0.TW); - m_conf.cb_ps.WH.y = (float)(1 << m_context->stack.TEX0.TH); + m_conf.cb_ps.WH.x = static_cast(1 << m_context->stack.TEX0.TW); + m_conf.cb_ps.WH.y = static_cast(1 << m_context->stack.TEX0.TH); // We can't handle m_target with invalid_tex0 atm due to upscaling ASSERT(!tex->m_target); @@ -3447,32 +3401,32 @@ void GSRendererHW::EmulateATST(float& AREF, GSHWDrawConfig::PSSelector& ps, bool // Check for pass 2, otherwise do pass 1. const int atst = pass_2 ? inverted_atst[m_context->TEST.ATST] : m_context->TEST.ATST; - + const float aref = static_cast(m_context->TEST.AREF); switch (atst) { case ATST_LESS: - AREF = static_cast(m_context->TEST.AREF) - 0.1f; + AREF = aref - 0.1f; ps.atst = 1; break; case ATST_LEQUAL: - AREF = static_cast(m_context->TEST.AREF) - 0.1f + 1.0f; + AREF = aref - 0.1f + 1.0f; ps.atst = 1; break; case ATST_GEQUAL: - AREF = static_cast(m_context->TEST.AREF) - 0.1f; + AREF = aref - 0.1f; ps.atst = 2; break; case ATST_GREATER: - AREF = static_cast(m_context->TEST.AREF) - 0.1f + 1.0f; + AREF = aref - 0.1f + 1.0f; ps.atst = 2; break; case ATST_EQUAL: - AREF = static_cast(m_context->TEST.AREF); + AREF = aref; ps.atst = 3; break; case ATST_NOTEQUAL: - AREF = static_cast(m_context->TEST.AREF); + AREF = aref; ps.atst = 4; break; case ATST_NEVER: // Draw won't be done so no need to implement it in shader @@ -3681,8 +3635,8 @@ void GSRendererHW::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sourc const GSVector2 rtscale(m_conf.ds ? m_conf.ds->GetScale() : m_conf.rt->GetScale()); const float sx = 2.0f * rtscale.x / (rtsize.x << 4); const float sy = 2.0f * rtscale.y / (rtsize.y << 4); - const float ox = (float)(int)m_context->XYOFFSET.OFX; - const float oy = (float)(int)m_context->XYOFFSET.OFY; + const float ox = static_cast(static_cast(m_context->XYOFFSET.OFX)); + const float oy = static_cast(static_cast(m_context->XYOFFSET.OFY)); float ox2 = -1.0f / rtsize.x; float oy2 = -1.0f / rtsize.y; @@ -3764,8 +3718,8 @@ void GSRendererHW::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sourc const bool commutative_depth = (m_conf.depth.ztst == ZTST_GEQUAL && m_vt.m_eq.z) || (m_conf.depth.ztst == ZTST_ALWAYS); const bool commutative_alpha = (m_context->ALPHA.C != 1); // when either Alpha Src or a constant - ate_RGBA_then_Z = (m_context->TEST.AFAIL == AFAIL_FB_ONLY) & commutative_depth; - ate_RGB_then_ZA = (m_context->TEST.AFAIL == AFAIL_RGB_ONLY) & commutative_depth & commutative_alpha; + ate_RGBA_then_Z = (m_context->TEST.AFAIL == AFAIL_FB_ONLY) && commutative_depth; + ate_RGB_then_ZA = (m_context->TEST.AFAIL == AFAIL_RGB_ONLY) && commutative_depth && commutative_alpha; } if (ate_RGBA_then_Z) @@ -4082,7 +4036,7 @@ GSRendererHW::CLUTDrawTestResult GSRendererHW::PossibleCLUTDraw() } } - GIFRegBITBLTBUF BITBLTBUF; + GIFRegBITBLTBUF BITBLTBUF = {}; BITBLTBUF.SBP = m_context->TEX0.TBP0; BITBLTBUF.SBW = m_context->TEX0.TBW; BITBLTBUF.SPSM = m_context->TEX0.PSM; @@ -4366,8 +4320,8 @@ bool GSRendererHW::OI_BlitFMV(GSTextureCache::Target* _rt, GSTextureCache::Sourc // Bottom of Texture (half height frame, will be the copy of Top texture after the draw) // ----------------------------------------------------------------- - const int tw = (int)(1 << m_context->TEX0.TW); - const int th = (int)(1 << m_context->TEX0.TH); + const int tw = static_cast(1 << m_context->TEX0.TW); + const int th = static_cast(1 << m_context->TEX0.TH); // Compute the Bottom of texture rectangle ASSERT(m_context->TEX0.TBP0 > m_context->FRAME.Block()); diff --git a/pcsx2/GS/Renderers/HW/GSRendererHW.h b/pcsx2/GS/Renderers/HW/GSRendererHW.h index 13a26fb782..6afaecebbb 100644 --- a/pcsx2/GS/Renderers/HW/GSRendererHW.h +++ b/pcsx2/GS/Renderers/HW/GSRendererHW.h @@ -138,7 +138,6 @@ public: void Lines2Sprites(); bool VerifyIndices(); template void ExpandIndices(); - void EmulateAtst(GSVector4& FogColor_AREF, u8& atst, const bool pass_2); void ConvertSpriteTextureShuffle(bool& write_ba, bool& read_ba); GSVector4 RealignTargetTextureCoordinate(const GSTextureCache::Source* tex); GSVector4i ComputeBoundingBox(const GSVector2& rtscale, const GSVector2i& rtsize);