Get rid of some more warnings
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51e7da6751
@ -654,11 +654,11 @@ float get_aspect_ratio(unsigned width, unsigned height)
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}
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// OV2: not sure if these really make sense - NTSC is similar to 4:3, PAL looks weird
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float sample_frequency_ntsc = 135000000.0f / 11.0f;
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float sample_frequency_pal = 14750000.0;
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double sample_frequency_ntsc = 135000000.0f / 11.0f;
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double sample_frequency_pal = 14750000.0;
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float sample_freq = retro_get_region() == RETRO_REGION_NTSC ? sample_frequency_ntsc : sample_frequency_pal;
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float dot_rate = SNES::cpu.frequency / 4.0;
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double sample_freq = retro_get_region() == RETRO_REGION_NTSC ? sample_frequency_ntsc : sample_frequency_pal;
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double dot_rate = SNES::cpu.frequency / 4.0;
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if (aspect_ratio_mode == ASPECT_RATIO_NTSC) // ntsc
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{
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@ -671,8 +671,8 @@ float get_aspect_ratio(unsigned width, unsigned height)
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dot_rate = PAL_MASTER_CLOCK / 4.0;
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}
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float par = sample_freq / 2.0 / dot_rate;
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return (float)width * par / (float)height;
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double par = sample_freq / 2.0 / dot_rate;
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return (float)(width * par / height);
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}
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void retro_get_system_av_info(struct retro_system_av_info *info)
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@ -713,37 +713,37 @@ void GLSLShader::render(GLuint &orig,
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switch (pass[i].scale_type_x)
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{
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case GLSL_ABSOLUTE:
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pass[i].width = pass[i].scale_x;
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pass[i].width = (GLuint)pass[i].scale_x;
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break;
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case GLSL_SOURCE:
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pass[i].width = pass[i-1].width * pass[i].scale_x;
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pass[i].width = (GLuint)(pass[i-1].width * pass[i].scale_x);
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break;
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case GLSL_VIEWPORT:
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pass[i].width = viewport_width * pass[i].scale_x;
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pass[i].width = (GLuint)(viewport_width * pass[i].scale_x);
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break;
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default:
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if (lastpass)
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pass[i].width = viewport_width;
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else
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pass[i].width = pass[i - 1].width * pass[i].scale_x;
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pass[i].width = (GLuint)(pass[i - 1].width * pass[i].scale_x);
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}
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switch (pass[i].scale_type_y)
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{
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case GLSL_ABSOLUTE:
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pass[i].height = pass[i].scale_y;
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pass[i].height = (GLuint)pass[i].scale_y;
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break;
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case GLSL_SOURCE:
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pass[i].height = pass[i - 1].height * pass[i].scale_y;
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pass[i].height = (GLuint)(pass[i - 1].height * pass[i].scale_y);
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break;
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case GLSL_VIEWPORT:
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pass[i].height = viewport_height * pass[i].scale_y;
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pass[i].height = (GLuint)(viewport_height * pass[i].scale_y);
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break;
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default:
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if (lastpass)
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pass[i].height = viewport_height;
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else
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pass[i].height = pass[i - 1].height * pass[i].scale_y;
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pass[i].height = (GLuint)(pass[i - 1].height * pass[i].scale_y);
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}
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bool direct_lastpass = true;
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@ -1073,8 +1073,8 @@ void GLSLShader::set_shader_vars(unsigned int p, bool inverted)
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unsigned int shaderFrameCnt = frame_count;
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if (pass[p].frame_count_mod)
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shaderFrameCnt %= pass[p].frame_count_mod;
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setUniform1i(u->FrameCount, (float)shaderFrameCnt);
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setUniform1i(u->FrameDirection, Settings.Rewinding ? -1.0f : 1.0f);
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setUniform1i(u->FrameCount, shaderFrameCnt);
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setUniform1i(u->FrameDirection, Settings.Rewinding ? -1 : 1);
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setTexCoords(u->TexCoord);
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setTexCoords(u->LUTTexCoord);
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@ -466,7 +466,7 @@ const uint8 SPC7110Decomp::mode2_context_table[32][2] = {
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uint8 SPC7110Decomp::probability (unsigned n) { return evolution_table[context[n].index][0]; }
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uint8 SPC7110Decomp::next_lps (unsigned n) { return evolution_table[context[n].index][1]; }
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uint8 SPC7110Decomp::next_mps (unsigned n) { return evolution_table[context[n].index][2]; }
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bool SPC7110Decomp::toggle_invert(unsigned n) { return evolution_table[context[n].index][3]; }
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uint8 SPC7110Decomp::toggle_invert(unsigned n) { return evolution_table[context[n].index][3]; }
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unsigned SPC7110Decomp::morton_2x8(unsigned data) {
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//reverse morton lookup: de-interleave two 8-bit values
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@ -56,7 +56,7 @@ public:
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uint8 probability(unsigned n);
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uint8 next_lps(unsigned n);
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uint8 next_mps(unsigned n);
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bool toggle_invert(unsigned n);
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uint8 toggle_invert(unsigned n);
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unsigned morton16[2][256];
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unsigned morton32[4][256];
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