mirror of https://github.com/PCSX2/pcsx2.git
GSdx-hw: get rid of some VS warnings.
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60e8d40492
commit
d05b31e91c
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@ -750,10 +750,10 @@ void GSRendererHW::SwSpriteRender()
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&& m_vt.m_eq.z == 0x1
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&& m_vt.m_eq.z == 0x1
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&& (!PRIM->TME || PRIM->FST || m_vt.m_eq.q == 0x1))); // Check Q equality only if texturing enabled and STQ coords used
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&& (!PRIM->TME || PRIM->FST || m_vt.m_eq.q == 0x1))); // Check Q equality only if texturing enabled and STQ coords used
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bool texture_mapping_enabled = PRIM->TME;
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const bool texture_mapping_enabled = PRIM->TME;
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// Setup registers for SW rendering
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// Setup registers for SW rendering
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GIFRegBITBLTBUF bitbltbuf;
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GIFRegBITBLTBUF bitbltbuf = {};
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if (texture_mapping_enabled)
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if (texture_mapping_enabled)
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{
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{
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@ -771,14 +771,14 @@ void GSRendererHW::SwSpriteRender()
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ASSERT(!PRIM->TME || (abs(m_vt.m_max.t.x - m_r.z) <= SSR_UV_TOLERANCE && abs(m_vt.m_max.t.y - m_r.w) <= SSR_UV_TOLERANCE)); // No input texture min/mag, if any
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ASSERT(!PRIM->TME || (abs(m_vt.m_max.t.x - m_r.z) <= SSR_UV_TOLERANCE && abs(m_vt.m_max.t.y - m_r.w) <= SSR_UV_TOLERANCE)); // No input texture min/mag, if any
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ASSERT(!PRIM->TME || (m_vt.m_max.t.x <= (1 << m_context->TEX0.TW) && m_vt.m_max.t.y <= (1 << m_context->TEX0.TH))); // No texture UV wrap, if any
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ASSERT(!PRIM->TME || (m_vt.m_max.t.x <= (1 << m_context->TEX0.TW) && m_vt.m_max.t.y <= (1 << m_context->TEX0.TH))); // No texture UV wrap, if any
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GIFRegTRXPOS trxpos;
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GIFRegTRXPOS trxpos = {};
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trxpos.DSAX = 0;
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trxpos.DSAX = 0;
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trxpos.DSAY = 0;
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trxpos.DSAY = 0;
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trxpos.SSAX = 0;
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trxpos.SSAX = 0;
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trxpos.SSAY = 0;
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trxpos.SSAY = 0;
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GIFRegTRXREG trxreg;
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GIFRegTRXREG trxreg = {};
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trxreg.RRW = m_r.z;
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trxreg.RRW = m_r.z;
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trxreg.RRH = m_r.w;
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trxreg.RRH = m_r.w;
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@ -789,8 +789,8 @@ void GSRendererHW::SwSpriteRender()
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int sy = trxpos.SSAY;
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int sy = trxpos.SSAY;
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int dx = trxpos.DSAX;
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int dx = trxpos.DSAX;
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int dy = trxpos.DSAY;
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int dy = trxpos.DSAY;
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int w = trxreg.RRW;
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const int w = trxreg.RRW;
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int h = trxreg.RRH;
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const int h = trxreg.RRH;
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GL_INS("SwSpriteRender: Dest 0x%x W:%d F:%s, size(%d %d)", bitbltbuf.DBP, bitbltbuf.DBW, psm_str(bitbltbuf.DPSM), w, h);
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GL_INS("SwSpriteRender: Dest 0x%x W:%d F:%s, size(%d %d)", bitbltbuf.DBP, bitbltbuf.DBW, psm_str(bitbltbuf.DPSM), w, h);
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@ -801,29 +801,29 @@ void GSRendererHW::SwSpriteRender()
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GSOffset* RESTRICT spo = texture_mapping_enabled ? m_mem.GetOffset(bitbltbuf.SBP, bitbltbuf.SBW, bitbltbuf.SPSM) : nullptr;
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GSOffset* RESTRICT spo = texture_mapping_enabled ? m_mem.GetOffset(bitbltbuf.SBP, bitbltbuf.SBW, bitbltbuf.SPSM) : nullptr;
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GSOffset* RESTRICT dpo = m_mem.GetOffset(bitbltbuf.DBP, bitbltbuf.DBW, bitbltbuf.DPSM);
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GSOffset* RESTRICT dpo = m_mem.GetOffset(bitbltbuf.DBP, bitbltbuf.DBW, bitbltbuf.DPSM);
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int* RESTRICT scol = texture_mapping_enabled ? &spo->pixel.col[0][sx] : nullptr;
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const int* RESTRICT scol = texture_mapping_enabled ? &spo->pixel.col[0][sx] : nullptr;
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int* RESTRICT dcol = &dpo->pixel.col[0][dx];
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int* RESTRICT dcol = &dpo->pixel.col[0][dx];
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bool alpha_blending_enabled = PRIM->ABE;
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const bool alpha_blending_enabled = PRIM->ABE;
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const GSVertex& v = m_vertex.buff[m_index.buff[m_index.tail - 1]]; // Last vertex.
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const GSVertex& v = m_vertex.buff[m_index.buff[m_index.tail - 1]]; // Last vertex.
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const GSVector4i vc = GSVector4i(v.RGBAQ.R, v.RGBAQ.G, v.RGBAQ.B, v.RGBAQ.A) // 0x000000AA000000BB000000GG000000RR
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const GSVector4i vc = GSVector4i(v.RGBAQ.R, v.RGBAQ.G, v.RGBAQ.B, v.RGBAQ.A) // 0x000000AA000000BB000000GG000000RR
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.ps32(); // 0x00AA00BB00GG00RR00AA00BB00GG00RR
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.ps32(); // 0x00AA00BB00GG00RR00AA00BB00GG00RR
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GSVector4i a_mask = GSVector4i::xff000000().u8to16(); // 0x00FF00000000000000FF000000000000
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const GSVector4i a_mask = GSVector4i::xff000000().u8to16(); // 0x00FF00000000000000FF000000000000
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bool fb_mask_enabled = m_context->FRAME.FBMSK != 0x0;
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const bool fb_mask_enabled = m_context->FRAME.FBMSK != 0x0;
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GSVector4i fb_mask = GSVector4i(m_context->FRAME.FBMSK).u8to16(); // 0x00AA00BB00GG00RR00AA00BB00GG00RR
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const GSVector4i fb_mask = GSVector4i(m_context->FRAME.FBMSK).u8to16(); // 0x00AA00BB00GG00RR00AA00BB00GG00RR
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uint8 tex0_tfx = m_context->TEX0.TFX;
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const uint8 tex0_tfx = m_context->TEX0.TFX;
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uint8 tex0_tcc = m_context->TEX0.TCC;
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const uint8 tex0_tcc = m_context->TEX0.TCC;
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uint8 alpha_b = m_context->ALPHA.B;
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const uint8 alpha_b = m_context->ALPHA.B;
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uint8 alpha_c = m_context->ALPHA.C;
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const uint8 alpha_c = m_context->ALPHA.C;
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uint8 alpha_fix = m_context->ALPHA.FIX;
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const uint8 alpha_fix = m_context->ALPHA.FIX;
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for (int y = 0; y < h; y++, ++sy, ++dy)
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for (int y = 0; y < h; y++, ++sy, ++dy)
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{
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{
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uint32* RESTRICT s = texture_mapping_enabled ? &m_mem.m_vm32[spo->pixel.row[sy]] : nullptr;
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const uint32* RESTRICT s = texture_mapping_enabled ? &m_mem.m_vm32[spo->pixel.row[sy]] : nullptr;
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uint32* RESTRICT d = &m_mem.m_vm32[dpo->pixel.row[dy]];
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uint32* RESTRICT d = &m_mem.m_vm32[dpo->pixel.row[dy]];
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ASSERT(w % 2 == 0);
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ASSERT(w % 2 == 0);
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@ -920,10 +920,10 @@ void GSRendererHW::SwSpriteRender()
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bool GSRendererHW::CanUseSwSpriteRender(bool allow_64x64_sprite)
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bool GSRendererHW::CanUseSwSpriteRender(bool allow_64x64_sprite)
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{
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{
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bool r_0_0_64_64 = allow_64x64_sprite ? (m_r == GSVector4i(0, 0, 64, 64)).alltrue() : false;
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const bool r_0_0_64_64 = allow_64x64_sprite ? (m_r == GSVector4i(0, 0, 64, 64)).alltrue() : false;
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if (r_0_0_64_64 && !allow_64x64_sprite) // Rendering region 64x64 support is enabled via parameter
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if (r_0_0_64_64 && !allow_64x64_sprite) // Rendering region 64x64 support is enabled via parameter
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return false;
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return false;
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bool r_0_0_16_16 = (m_r == GSVector4i(0, 0, 16, 16)).alltrue();
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const bool r_0_0_16_16 = (m_r == GSVector4i(0, 0, 16, 16)).alltrue();
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if (!r_0_0_16_16 && !r_0_0_64_64) // Rendering region is 16x16 or 64x64, without offset
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if (!r_0_0_16_16 && !r_0_0_64_64) // Rendering region is 16x16 or 64x64, without offset
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return false;
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return false;
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if (PRIM->PRIM != GS_SPRITE
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if (PRIM->PRIM != GS_SPRITE
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@ -956,8 +956,8 @@ bool GSRendererHW::CanUseSwSpriteRender(bool allow_64x64_sprite)
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return false;
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return false;
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if (abs(m_vt.m_max.t.x - m_r.z) > SSR_UV_TOLERANCE || abs(m_vt.m_max.t.y - m_r.w) > SSR_UV_TOLERANCE) // No texture width or height mag/min
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if (abs(m_vt.m_max.t.x - m_r.z) > SSR_UV_TOLERANCE || abs(m_vt.m_max.t.y - m_r.w) > SSR_UV_TOLERANCE) // No texture width or height mag/min
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return false;
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return false;
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int tw = 1 << m_context->TEX0.TW;
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const int tw = 1 << m_context->TEX0.TW;
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int th = 1 << m_context->TEX0.TH;
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const int th = 1 << m_context->TEX0.TH;
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if (m_vt.m_max.t.x > tw || m_vt.m_max.t.y > th) // No UV wrapping
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if (m_vt.m_max.t.x > tw || m_vt.m_max.t.y > th) // No UV wrapping
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return false;
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return false;
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}
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}
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