mirror of https://github.com/PCSX2/pcsx2.git
GS: Fix warnings.
GSRendererHW: Fix Wtautological-constant-out-of-range-compare. GSSstate: Fix Wunused-variable. Fix Wsign-compare.
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@ -1944,7 +1944,7 @@ void GSState::Read(u8* mem, int len)
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if (!m_tr.Update(w, h, bpp, len))
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return;
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const u32 draw = s_n;
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const int draw = s_n;
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if (draw != s_n)
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@ -3155,9 +3155,6 @@ __forceinline void GSState::HandleAutoFlush()
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// Crossed page since last draw end
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if (!tex_page.eq(last_tex_page) || m_texflush_flag)
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{
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const u32 frame_mask = GSLocalMemory::m_psm[m_context->TEX0.PSM].fmsk;
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const bool frame_hit = (m_context->FRAME.Block() == m_context->TEX0.TBP0) && !(m_context->TEST.ATE && m_context->TEST.ATST == 0 && m_context->TEST.AFAIL == 2) && ((m_context->FRAME.FBMSK & frame_mask) != frame_mask);
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const u32 frame_z_psm = frame_hit ? m_context->FRAME.PSM : m_context->ZBUF.PSM;
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// Make sure the format matches, otherwise the coordinates aren't gonna match, so the draws won't intersect.
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if (tex_psm.bpp == frame_psm.bpp && (m_context->FRAME.FBW == m_context->TEX0.TBW))
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{
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@ -352,7 +352,7 @@ void GSRendererHW::ConvertSpriteTextureShuffle(bool& write_ba, bool& read_ba, GS
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int tex_pos = (PRIM->FST) ? first_vert.U : static_cast<int>(tw * first_vert.ST.S);
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tex_pos &= 0xFF;
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// "same group" means it can read blue and write alpha using C32 tricks
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read_ba = (tex_pos > 112 && tex_pos < 144) || (m_same_group_texture_shuffle && (m_cached_ctx.FRAME.FBMSK & 0xFFFF0000) != 0xFFFF00000);
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read_ba = (tex_pos > 112 && tex_pos < 144) || (m_same_group_texture_shuffle && (m_cached_ctx.FRAME.FBMSK & 0xFFFF0000) != 0xFFFF0000);
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// Another way of selecting whether to read RG/BA is to use region repeat.
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// Ace Combat 04 reads RG, writes to RGBA by setting a MINU of 1015.
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