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	Get rid of narrowing conversion warning
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					 1 changed files with 10 additions and 8 deletions
				
			
		|  | @ -376,8 +376,9 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve | ||||||
| 
 | 
 | ||||||
|                 if (use_border_s || use_border_t) { |                 if (use_border_s || use_border_t) { | ||||||
|                     auto border_color = texture.config.border_color; |                     auto border_color = texture.config.border_color; | ||||||
|                     texture_color[i] = {border_color.r, border_color.g, border_color.b, |                     texture_color[i] = { | ||||||
|                                         border_color.a}; |                         static_cast<u8>(border_color.r), static_cast<u8>(border_color.g), | ||||||
|  |                         static_cast<u8>(border_color.b), static_cast<u8>(border_color.a)}; | ||||||
|                 } else { |                 } else { | ||||||
|                     // Textures are laid out from bottom to top, hence we invert the t coordinate.
 |                     // Textures are laid out from bottom to top, hence we invert the t coordinate.
 | ||||||
|                     // NOTE: This may not be the right place for the inversion.
 |                     // NOTE: This may not be the right place for the inversion.
 | ||||||
|  | @ -415,10 +416,10 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve | ||||||
|             Math::Vec4<u8> combiner_output; |             Math::Vec4<u8> combiner_output; | ||||||
|             Math::Vec4<u8> combiner_buffer = {0, 0, 0, 0}; |             Math::Vec4<u8> combiner_buffer = {0, 0, 0, 0}; | ||||||
|             Math::Vec4<u8> next_combiner_buffer = { |             Math::Vec4<u8> next_combiner_buffer = { | ||||||
|                 regs.texturing.tev_combiner_buffer_color.r, |                 static_cast<u8>(regs.texturing.tev_combiner_buffer_color.r), | ||||||
|                 regs.texturing.tev_combiner_buffer_color.g, |                 static_cast<u8>(regs.texturing.tev_combiner_buffer_color.g), | ||||||
|                 regs.texturing.tev_combiner_buffer_color.b, |                 static_cast<u8>(regs.texturing.tev_combiner_buffer_color.b), | ||||||
|                 regs.texturing.tev_combiner_buffer_color.a, |                 static_cast<u8>(regs.texturing.tev_combiner_buffer_color.a), | ||||||
|             }; |             }; | ||||||
| 
 | 
 | ||||||
|             Math::Vec4<u8> primary_fragment_color = {0, 0, 0, 0}; |             Math::Vec4<u8> primary_fragment_color = {0, 0, 0, 0}; | ||||||
|  | @ -473,8 +474,9 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve | ||||||
|                         return combiner_buffer; |                         return combiner_buffer; | ||||||
| 
 | 
 | ||||||
|                     case Source::Constant: |                     case Source::Constant: | ||||||
|                         return {tev_stage.const_r, tev_stage.const_g, tev_stage.const_b, |                         return { | ||||||
|                                 tev_stage.const_a}; |                             static_cast<u8>(tev_stage.const_r), static_cast<u8>(tev_stage.const_g), | ||||||
|  |                             static_cast<u8>(tev_stage.const_b), static_cast<u8>(tev_stage.const_a)}; | ||||||
| 
 | 
 | ||||||
|                     case Source::Previous: |                     case Source::Previous: | ||||||
|                         return combiner_output; |                         return combiner_output; | ||||||
|  |  | ||||||
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