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https://github.com/yuzu-emu/yuzu-android.git
synced 2024-11-23 20:55:41 +01:00
Silence -Wsign-compare warnings.
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parent
87eca546b2
commit
32391cffdd
@ -294,16 +294,16 @@ QVariant GraphicsVertexShaderModel::data(const QModelIndex& index, int role) con
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{
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{
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// Highlight current instruction
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// Highlight current instruction
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int current_record_index = par->cycle_index->value();
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int current_record_index = par->cycle_index->value();
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if (current_record_index < par->debug_data.records.size()) {
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if (current_record_index < static_cast<int>(par->debug_data.records.size())) {
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const auto& current_record = par->debug_data.records[current_record_index];
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const auto& current_record = par->debug_data.records[current_record_index];
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if (index.row() == current_record.instruction_offset) {
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if (index.row() == static_cast<int>(current_record.instruction_offset)) {
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return QColor(255, 255, 63);
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return QColor(255, 255, 63);
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}
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}
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}
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}
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// Use a grey background for instructions which have no debug data associated to them
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// Use a grey background for instructions which have no debug data associated to them
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for (const auto& record : par->debug_data.records)
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for (const auto& record : par->debug_data.records)
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if (index.row() == record.instruction_offset)
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if (index.row() == static_cast<int>(record.instruction_offset))
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return QVariant();
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return QVariant();
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return QBrush(QColor(192, 192, 192));
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return QBrush(QColor(192, 192, 192));
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@ -494,7 +494,7 @@ void GraphicsVertexShaderWidget::Reload(bool replace_vertex_data, void* vertex_d
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debug_data = Pica::Shader::ProduceDebugInfo(input_vertex, num_attributes, shader_config, shader_setup);
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debug_data = Pica::Shader::ProduceDebugInfo(input_vertex, num_attributes, shader_config, shader_setup);
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// Reload widget state
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// Reload widget state
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for (unsigned int attr = 0; attr < num_attributes; ++attr) {
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for (int attr = 0; attr < num_attributes; ++attr) {
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unsigned source_attr = shader_config.input_register_map.GetRegisterForAttribute(attr);
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unsigned source_attr = shader_config.input_register_map.GetRegisterForAttribute(attr);
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input_data_mapping[source_attr]->setText(QString("-> v%1").arg(attr));
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input_data_mapping[source_attr]->setText(QString("-> v%1").arg(attr));
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input_data_container[source_attr]->setVisible(true);
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input_data_container[source_attr]->setVisible(true);
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@ -220,7 +220,7 @@ static void SwitchContext(Thread* new_thread) {
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// Clean up the thread's wait_objects, they'll be restored if needed during
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// Clean up the thread's wait_objects, they'll be restored if needed during
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// the svcWaitSynchronization call
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// the svcWaitSynchronization call
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for (int i = 0; i < new_thread->wait_objects.size(); ++i) {
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for (size_t i = 0; i < new_thread->wait_objects.size(); ++i) {
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SharedPtr<WaitObject> object = new_thread->wait_objects[i];
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SharedPtr<WaitObject> object = new_thread->wait_objects[i];
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object->RemoveWaitingThread(new_thread);
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object->RemoveWaitingThread(new_thread);
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}
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}
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@ -324,7 +324,7 @@ void PerformConversion(ConversionConfiguration& cvt) {
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u32* output_buffer = reinterpret_cast<u32*>(data_buffer.get());
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u32* output_buffer = reinterpret_cast<u32*>(data_buffer.get());
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for (int i = 0; i < num_tiles; ++i) {
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for (size_t i = 0; i < num_tiles; ++i) {
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int image_strip_width = 0;
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int image_strip_width = 0;
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int output_stride = 0;
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int output_stride = 0;
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@ -69,7 +69,7 @@ void RasterizerOpenGL::InitObjects() {
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}
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}
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// Create sampler objects
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// Create sampler objects
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for (int i = 0; i < texture_samplers.size(); ++i) {
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for (size_t i = 0; i < texture_samplers.size(); ++i) {
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texture_samplers[i].Create();
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texture_samplers[i].Create();
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state.texture_units[i].sampler = texture_samplers[i].sampler.handle;
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state.texture_units[i].sampler = texture_samplers[i].sampler.handle;
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}
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}
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@ -601,8 +601,8 @@ void RasterizerOpenGL::SyncFramebuffer() {
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PAddr cur_fb_depth_addr = regs.framebuffer.GetDepthBufferPhysicalAddress();
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PAddr cur_fb_depth_addr = regs.framebuffer.GetDepthBufferPhysicalAddress();
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Pica::Regs::DepthFormat new_fb_depth_format = regs.framebuffer.depth_format;
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Pica::Regs::DepthFormat new_fb_depth_format = regs.framebuffer.depth_format;
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bool fb_size_changed = fb_color_texture.width != regs.framebuffer.GetWidth() ||
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bool fb_size_changed = fb_color_texture.width != static_cast<GLsizei>(regs.framebuffer.GetWidth()) ||
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fb_color_texture.height != regs.framebuffer.GetHeight();
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fb_color_texture.height != static_cast<GLsizei>(regs.framebuffer.GetHeight());
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bool color_fb_prop_changed = fb_color_texture.format != new_fb_color_format ||
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bool color_fb_prop_changed = fb_color_texture.format != new_fb_color_format ||
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fb_size_changed;
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fb_size_changed;
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