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	Build: Fixed some warnings
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					 11 changed files with 69 additions and 51 deletions
				
			
		|  | @ -64,7 +64,7 @@ public: | |||
|         memcpy(&cmd, command_data, sizeof(GSP_GPU::Command)); | ||||
| 
 | ||||
|         ForEachObserver([this](DebuggerObserver* observer) { | ||||
|                           observer->GXCommandProcessed(this->gx_command_history.size()); | ||||
|                           observer->GXCommandProcessed(static_cast<int>(this->gx_command_history.size())); | ||||
|                         } ); | ||||
|     } | ||||
| 
 | ||||
|  |  | |||
|  | @ -252,7 +252,7 @@ static void ProcessShaderCode(VertexShaderState& state) { | |||
| 
 | ||||
|                     // TODO: Be stable against division by zero!
 | ||||
|                     // TODO: I think this might be wrong... we should only use one component here
 | ||||
|                     dest[i] = float24::FromFloat32(1.0 / src1[i].ToFloat32()); | ||||
|                     dest[i] = float24::FromFloat32(1.0f / src1[i].ToFloat32()); | ||||
|                 } | ||||
| 
 | ||||
|                 break; | ||||
|  | @ -267,7 +267,7 @@ static void ProcessShaderCode(VertexShaderState& state) { | |||
| 
 | ||||
|                     // TODO: Be stable against division by zero!
 | ||||
|                     // TODO: I think this might be wrong... we should only use one component here
 | ||||
|                     dest[i] = float24::FromFloat32(1.0 / sqrt(src1[i].ToFloat32())); | ||||
|                     dest[i] = float24::FromFloat32(1.0f / sqrt(src1[i].ToFloat32())); | ||||
|                 } | ||||
| 
 | ||||
|                 break; | ||||
|  |  | |||
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