mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2024-11-14 21:37:52 -07:00
warnings and code formatting
This commit is contained in:
parent
038ffea369
commit
f96e9e1ae4
@ -193,10 +193,12 @@ public:
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void DoPointer(T*& x, T* const base)
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{
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// pointers can be more than 2^31 apart, but you're using this function wrong if you need that much range
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s32 offset = x - base;
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ptrdiff_t offset = x - base;
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Do(offset);
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if (mode == MODE_READ)
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{
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x = base + offset;
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}
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}
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// Let's pretend std::list doesn't exist!
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@ -404,26 +404,30 @@ std::string UriEncode(const std::string & sSrc)
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std::string UTF16ToUTF8(const std::wstring& input)
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{
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auto const size = WideCharToMultiByte(CP_UTF8, 0, input.data(), input.size(), nullptr, 0, nullptr, nullptr);
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auto const size = WideCharToMultiByte(CP_UTF8, 0, input.data(), (int)input.size(), nullptr, 0, nullptr, nullptr);
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std::string output;
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output.resize(size);
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if (size == 0 || size != WideCharToMultiByte(CP_UTF8, 0, input.data(), input.size(), &output[0], output.size(), nullptr, nullptr))
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if (size == 0 || size != WideCharToMultiByte(CP_UTF8, 0, input.data(), (int)input.size(), &output[0], (int)output.size(), nullptr, nullptr))
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{
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output.clear();
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}
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return output;
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}
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std::wstring CPToUTF16(u32 code_page, const std::string& input)
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{
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auto const size = MultiByteToWideChar(code_page, 0, input.data(), input.size(), nullptr, 0);
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auto const size = MultiByteToWideChar(code_page, 0, input.data(), (int)input.size(), nullptr, 0);
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std::wstring output;
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output.resize(size);
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if (size == 0 || size != MultiByteToWideChar(code_page, 0, input.data(), input.size(), &output[0], output.size()))
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if (size == 0 || size != MultiByteToWideChar(code_page, 0, input.data(), (int)input.size(), &output[0], (int)output.size()))
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{
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output.clear();
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}
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return output;
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}
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@ -153,7 +153,7 @@ unsigned int create_item(SSysConfEntry &item, SysconfType type, const std::strin
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{
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item.offset = offset;
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item.type = type;
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item.nameLength = name.length();
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item.nameLength = (u8)(name.length());
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strncpy(item.name, name.c_str(), 32);
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item.dataLength = data_length;
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item.data = new u8[data_length];
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@ -116,7 +116,7 @@ void PerfQuery::FlushOne()
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}
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// NOTE: Reported pixel metrics should be referenced to native resolution
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m_results[entry.query_type] += (u64)result * EFB_WIDTH / g_renderer->GetTargetWidth() * EFB_HEIGHT / g_renderer->GetTargetHeight();
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m_results[entry.query_type] += (u32)(result * EFB_WIDTH / g_renderer->GetTargetWidth() * EFB_HEIGHT / g_renderer->GetTargetHeight());
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m_query_read_pos = (m_query_read_pos + 1) % ArraySize(m_query_buffer);
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--m_query_count;
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@ -147,7 +147,7 @@ void PerfQuery::WeakFlush()
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if (hr == S_OK)
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{
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// NOTE: Reported pixel metrics should be referenced to native resolution
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m_results[entry.query_type] += (u64)result * EFB_WIDTH / g_renderer->GetTargetWidth() * EFB_HEIGHT / g_renderer->GetTargetHeight();
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m_results[entry.query_type] += (u32)(result * EFB_WIDTH / g_renderer->GetTargetWidth() * EFB_HEIGHT / g_renderer->GetTargetHeight());
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m_query_read_pos = (m_query_read_pos + 1) % ArraySize(m_query_buffer);
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--m_query_count;
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@ -693,10 +693,10 @@ bool Renderer::SaveScreenshot(const std::string &filename, const TargetRectangle
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// D3DX11SaveTextureToFileA doesn't allow us to ignore the alpha channel, so we need to strip it out ourselves
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D3D11_MAPPED_SUBRESOURCE map;
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D3D::context->Map(s_screenshot_texture, 0, D3D11_MAP_READ_WRITE, 0, &map);
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for (unsigned int y = 0; y < rc.GetHeight(); ++y)
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for (auto y = 0; y < rc.GetHeight(); ++y)
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{
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u8* ptr = (u8*)map.pData + y * map.RowPitch + 3;
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for (unsigned int x = 0; x < rc.GetWidth(); ++x)
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for (auto x = 0; x < rc.GetWidth(); ++x)
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{
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*ptr = 0xFF;
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ptr += 4;
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@ -222,9 +222,9 @@ void VertexManager::vFlush()
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tex.texImage0[i&3].width + 1, tex.texImage0[i&3].height + 1,
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tex.texImage0[i&3].format, tex.texTlut[i&3].tmem_offset<<9,
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tex.texTlut[i&3].tlut_format,
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(tex.texMode0[i&3].min_filter & 3),
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((tex.texMode0[i&3].min_filter & 3) != 0),
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(tex.texMode1[i&3].max_lod + 0xf) / 0x10,
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tex.texImage1[i&3].image_type);
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(tex.texImage1[i&3].image_type != 0));
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if (tentry)
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{
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@ -316,8 +316,10 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
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// compute window position if needed because binding semantic WPOS is not widely supported
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// Let's set up attributes
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for (int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
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for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
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{
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out.Write("VARYIN float3 uv%d_2;\n", i);
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}
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out.Write("VARYIN float4 clipPos_2;\n");
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if (g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
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{
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@ -392,9 +394,13 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
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out.Write("float4 colors_1 = colors_12;\n");
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// compute window position if needed because binding semantic WPOS is not widely supported
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// Let's set up attributes
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if(numTexgen)
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for (int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
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if (numTexgen)
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{
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for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
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{
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out.Write("float3 uv%d = uv%d_2;\n", i, i);
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}
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}
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out.Write("float4 clipPos = clipPos_2;\n");
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if (g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
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{
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@ -84,7 +84,7 @@ void PixelShaderManager::SetConstants(u32 components)
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// they are the coefficients from the center to the border of the screen
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// so to simplify I use the hi coefficient as K in the shader taking 256 as the scale
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constants.fog[2][0] = ScreenSpaceCenter;
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constants.fog[2][1] = Renderer::EFBToScaledX((int)(2.0f * xfregs.viewport.wd));
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constants.fog[2][1] = (float)Renderer::EFBToScaledX((int)(2.0f * xfregs.viewport.wd));
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constants.fog[2][2] = bpmem.fogRange.K[4].HI / 256.0f;
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}
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else
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@ -263,8 +263,8 @@ void PixelShaderManager::SetZTextureTypeChanged()
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void PixelShaderManager::SetTexCoordChanged(u8 texmapid)
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{
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TCoordInfo& tc = bpmem.texcoords[texmapid];
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constants.texdims[texmapid][2] = tc.s.scale_minus_1 + 1;
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constants.texdims[texmapid][3] = tc.t.scale_minus_1 + 1;
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constants.texdims[texmapid][2] = (float)(tc.s.scale_minus_1 + 1);
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constants.texdims[texmapid][3] = (float)(tc.t.scale_minus_1 + 1);
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dirty = true;
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}
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@ -283,7 +283,7 @@ void PixelShaderManager::SetFogParamChanged()
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constants.fog[1][0] = bpmem.fog.a.GetA();
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constants.fog[1][1] = (float)bpmem.fog.b_magnitude / 0xFFFFFF;
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constants.fog[1][2] = bpmem.fog.c_proj_fsel.GetC();
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constants.fog[1][3] = 1 << bpmem.fog.b_shift;
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constants.fog[1][3] = (float)(1 << bpmem.fog.b_shift);
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}
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else
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{
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@ -236,7 +236,7 @@ public:
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u32 value = ((u32*)&new_uid.GetUidData())[i];
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if ((i % 4) == 0)
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{
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unsigned int last_value = (i+3 < new_uid.GetUidDataSize()-1) ? i+3 : new_uid.GetUidDataSize();
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auto last_value = (i+3 < new_uid.GetUidDataSize()-1) ? i+3 : new_uid.GetUidDataSize();
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file << std::setfill(' ') << std::dec;
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file << "Values " << std::setw(2) << i << " - " << last_value << ": ";
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}
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@ -130,9 +130,13 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
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}
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// Let's set up attributes
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for (int i = 0; i < 8; ++i)
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for (size_t i = 0; i < 8; ++i)
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{
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if (i < xfregs.numTexGen.numTexGens)
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{
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out.Write("VARYOUT float3 uv%d_2;\n", i);
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}
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}
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out.Write("VARYOUT float4 clipPos_2;\n");
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if (g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
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out.Write("VARYOUT float4 Normal_2;\n");
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