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gl_shader_decompiler: Fix implicit conversion errors
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47459f6a36
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@ -761,7 +761,7 @@ private:
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}
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std::optional<std::size_t> GetNumComponents(Attribute::Index index, u8 element = 0) const {
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const u8 location = static_cast<u8>(index) * 4 + element;
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const u8 location = static_cast<u8>(static_cast<u32>(index) * 4 + element);
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const auto it = transform_feedback.find(location);
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if (it == transform_feedback.end()) {
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return {};
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@ -770,7 +770,7 @@ private:
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}
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std::string GetTransformFeedbackDecoration(Attribute::Index index, u8 element = 0) const {
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const u8 location = static_cast<u8>(index) * 4 + element;
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const u8 location = static_cast<u8>(static_cast<u32>(index) * 4 + element);
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const auto it = transform_feedback.find(location);
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if (it == transform_feedback.end()) {
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return {};
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@ -811,7 +811,7 @@ private:
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code.AddLine("layout (location = {}, component = {}{}) out {} {};", location, element,
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xfb, type, description.name);
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element += static_cast<u8>(num_components);
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element = static_cast<u8>(static_cast<std::size_t>(element) + num_components);
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}
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}
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