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authorGravatar bunnei2015-02-14 15:50:26 -0500
committerGravatar bunnei2015-02-14 15:50:26 -0500
commit12181c8a64678e73281e893b6ba108d5a125c1aa (patch)
tree831883189eb5c846b619c20e22e1015c5c140c63 /src/video_core
parentMerge pull request #572 from lioncash/prototypes (diff)
parentBuild: Fixed some warnings (diff)
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Merge pull request #529 from Subv/master
Build: Fixed some warnings
Diffstat (limited to 'src/video_core')
-rw-r--r--src/video_core/gpu_debugger.h2
-rw-r--r--src/video_core/vertex_shader.cpp4
2 files changed, 3 insertions, 3 deletions
diff --git a/src/video_core/gpu_debugger.h b/src/video_core/gpu_debugger.h
index c2c898992..03641d93b 100644
--- a/src/video_core/gpu_debugger.h
+++ b/src/video_core/gpu_debugger.h
@@ -64,7 +64,7 @@ public:
64 memcpy(&cmd, command_data, sizeof(GSP_GPU::Command)); 64 memcpy(&cmd, command_data, sizeof(GSP_GPU::Command));
65 65
66 ForEachObserver([this](DebuggerObserver* observer) { 66 ForEachObserver([this](DebuggerObserver* observer) {
67 observer->GXCommandProcessed(this->gx_command_history.size()); 67 observer->GXCommandProcessed(static_cast<int>(this->gx_command_history.size()));
68 } ); 68 } );
69 } 69 }
70 70
diff --git a/src/video_core/vertex_shader.cpp b/src/video_core/vertex_shader.cpp
index 0bd52231b..80935a50a 100644
--- a/src/video_core/vertex_shader.cpp
+++ b/src/video_core/vertex_shader.cpp
@@ -252,7 +252,7 @@ static void ProcessShaderCode(VertexShaderState& state) {
252 252
253 // TODO: Be stable against division by zero! 253 // TODO: Be stable against division by zero!
254 // TODO: I think this might be wrong... we should only use one component here 254 // TODO: I think this might be wrong... we should only use one component here
255 dest[i] = float24::FromFloat32(1.0 / src1[i].ToFloat32()); 255 dest[i] = float24::FromFloat32(1.0f / src1[i].ToFloat32());
256 } 256 }
257 257
258 break; 258 break;
@@ -267,7 +267,7 @@ static void ProcessShaderCode(VertexShaderState& state) {
267 267
268 // TODO: Be stable against division by zero! 268 // TODO: Be stable against division by zero!
269 // TODO: I think this might be wrong... we should only use one component here 269 // TODO: I think this might be wrong... we should only use one component here
270 dest[i] = float24::FromFloat32(1.0 / sqrt(src1[i].ToFloat32())); 270 dest[i] = float24::FromFloat32(1.0f / sqrt(src1[i].ToFloat32()));
271 } 271 }
272 272
273 break; 273 break;