mirror of https://github.com/PCSX2/pcsx2.git
GS: Fix Wsign-compare warnings.
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@ -139,7 +139,7 @@ bool GSClut::InvalidateRange(u32 start_block, u32 end_block, bool is_draw)
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GIFRegTEX0 next_cbp;
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next_cbp.U64 = m_write.next_tex0;
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if ((next_cbp.CBP + 3) >= start_block && end_block >= next_cbp.CBP)
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if ((next_cbp.CBP + 3U) >= start_block && end_block >= next_cbp.CBP)
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{
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m_write.dirty |= is_draw ? 2 : 1;
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}
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@ -2978,7 +2978,7 @@ __forceinline void GSState::CLUTAutoFlush()
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if (m_mem.m_clut.IsInvalid() & 2)
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return;
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int n = 1;
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size_t n = 1;
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switch (PRIM->PRIM)
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{
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@ -3002,7 +3002,7 @@ __forceinline void GSState::CLUTAutoFlush()
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break;
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}
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if ((m_index.tail > 0 || (m_vertex.tail == n-1)) && (GSLocalMemory::m_psm[m_context->TEX0.PSM].pal == 0 || !PRIM->TME))
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if ((m_index.tail > 0 || (m_vertex.tail == n - 1)) && (GSLocalMemory::m_psm[m_context->TEX0.PSM].pal == 0 || !PRIM->TME))
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{
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const GSLocalMemory::psm_t& psm = GSLocalMemory::m_psm[m_context->FRAME.PSM];
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@ -3460,7 +3460,7 @@ __forceinline void GSState::VertexKick(u32 skip)
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GSVector4i draw_coord;
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const GSVector2i offset = GSVector2i(m_context->XYOFFSET.OFX, m_context->XYOFFSET.OFY);
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for (int i = 0; i < n; i++)
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for (size_t i = 0; i < n; i++)
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{
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const GSVertex* v = &m_vertex.buff[m_index.buff[(m_index.tail - n) + i]];
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draw_coord.x = (static_cast<int>(v->XYZ.X) - offset.x) >> 4;
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@ -3937,8 +3937,6 @@ bool GSRendererHW::PossibleCLUTDraw()
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return false;
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// Max size for a CLUT/Current page size.
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constexpr float clut_width = 16.0f;
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constexpr float clut_height = 16.0f;
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constexpr float min_clut_width = 7.0f;
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constexpr float min_clut_height = 1.0f;
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const float page_width = static_cast<float>(psm.pgs.x);
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@ -4017,7 +4015,7 @@ bool GSRendererHW::PossibleCLUTDrawAggressive()
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if (m_vt.m_eq.z != 0x1)
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return false;
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if (!((m_vt.m_primclass == GS_POINT_CLASS || m_vt.m_primclass == GS_LINE_CLASS) || ((m_mem.m_clut.GetCLUTCBP() >> 5) >= m_context->FRAME.FBP && (m_context->FRAME.FBP + 1) >= (m_mem.m_clut.GetCLUTCBP() >> 5) && m_vt.m_primclass == GS_SPRITE_CLASS)))
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if (!((m_vt.m_primclass == GS_POINT_CLASS || m_vt.m_primclass == GS_LINE_CLASS) || ((m_mem.m_clut.GetCLUTCBP() >> 5) >= m_context->FRAME.FBP && (m_context->FRAME.FBP + 1U) >= (m_mem.m_clut.GetCLUTCBP() >> 5) && m_vt.m_primclass == GS_SPRITE_CLASS)))
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return false;
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// Avoid invalidating anything here, we just want to avoid the thing being drawn on the GPU.
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