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| author | 2015-02-01 15:31:21 -0500 | |
|---|---|---|
| committer | 2015-02-12 09:25:35 -0500 | |
| commit | 8e2b248e05c99c9cf505a351bc9234cedd5fa3b4 (patch) | |
| tree | 05f18714a93d28999c259f4cd86c261deaf659b2 /src/video_core | |
| parent | Merge pull request #384 from neobrain/vertex_shader_debugger (diff) | |
| download | yuzu-8e2b248e05c99c9cf505a351bc9234cedd5fa3b4.tar.gz yuzu-8e2b248e05c99c9cf505a351bc9234cedd5fa3b4.tar.xz yuzu-8e2b248e05c99c9cf505a351bc9234cedd5fa3b4.zip | |
Build: Fixed some warnings
Diffstat (limited to 'src/video_core')
| -rw-r--r-- | src/video_core/gpu_debugger.h | 2 | ||||
| -rw-r--r-- | src/video_core/vertex_shader.cpp | 4 |
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; |