mirror of https://github.com/encounter/SDL.git
Fix warnings
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parent
4869a3d294
commit
6e47f53869
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@ -213,6 +213,16 @@ DebugLogRenderCommands(const SDL_RenderCommand *cmd)
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(int) cmd->data.draw.b, (int) cmd->data.draw.a,
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(int) cmd->data.draw.b, (int) cmd->data.draw.a,
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(int) cmd->data.draw.blend, cmd->data.draw.texture);
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(int) cmd->data.draw.blend, cmd->data.draw.texture);
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break;
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break;
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case SDL_RENDERCMD_GEOMETRY:
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SDL_Log(" %u. geometry (first=%u, count=%u, r=%d, g=%d, b=%d, a=%d, blend=%d, tex=%p)", i++,
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(unsigned int) cmd->data.draw.first,
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(unsigned int) cmd->data.draw.count,
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(int) cmd->data.draw.r, (int) cmd->data.draw.g,
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(int) cmd->data.draw.b, (int) cmd->data.draw.a,
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(int) cmd->data.draw.blend, cmd->data.draw.texture);
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break;
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}
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}
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cmd = cmd->next;
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cmd = cmd->next;
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}
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}
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@ -3427,8 +3437,8 @@ SDL_SW_RenderGeometryRaw(SDL_Renderer *renderer,
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const int debug = 0;
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const int debug = 0;
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int prev[3]; /* Previous triangle vertex indices */
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int prev[3]; /* Previous triangle vertex indices */
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int texw = 0, texh = 0;
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int texw = 0, texh = 0;
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SDL_BlendMode blendMode;
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SDL_BlendMode blendMode = SDL_BLENDMODE_NONE;
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Uint8 r, g, b, a;
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Uint8 r = 0, g = 0, b = 0, a = 0;
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/* Save */
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/* Save */
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SDL_GetRenderDrawBlendMode(renderer, &blendMode);
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SDL_GetRenderDrawBlendMode(renderer, &blendMode);
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@ -3604,10 +3614,10 @@ SDL_SW_RenderGeometryRaw(SDL_Renderer *renderer,
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if (texture) {
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if (texture) {
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uv0_ = (const float *)((const char*)uv + A * uv_stride);
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uv0_ = (const float *)((const char*)uv + A * uv_stride);
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uv1_ = (const float *)((const char*)uv + B * uv_stride);
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uv1_ = (const float *)((const char*)uv + B * uv_stride);
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s.x = uv0_[0] * texw;
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s.x = (int) (uv0_[0] * texw);
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s.y = uv0_[1] * texh;
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s.y = (int) (uv0_[1] * texh);
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s.w = uv1_[0] * texw - s.x;
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s.w = (int) (uv1_[0] * texw - s.x);
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s.h = uv1_[1] * texh - s.y;
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s.h = (int) (uv1_[1] * texh - s.y);
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}
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}
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d.x = xy0_[0];
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d.x = xy0_[0];
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@ -615,11 +615,11 @@ SW_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *te
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uv_ = (float *)((char*)uv + j * uv_stride);
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uv_ = (float *)((char*)uv + j * uv_stride);
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ptr->src.x = uv_[0] * texture->w;
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ptr->src.x = (int)(uv_[0] * texture->w);
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ptr->src.y = uv_[1] * texture->h;
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ptr->src.y = (int)(uv_[1] * texture->h);
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ptr->dst.x = xy_[0] * scale_x + renderer->viewport.x;
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ptr->dst.x = (int)(xy_[0] * scale_x + renderer->viewport.x);
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ptr->dst.y = xy_[1] * scale_y + renderer->viewport.y;
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ptr->dst.y = (int)(xy_[1] * scale_y + renderer->viewport.y);
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trianglepoint_2_fixedpoint(&ptr->dst);
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trianglepoint_2_fixedpoint(&ptr->dst);
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ptr->color = col_;
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ptr->color = col_;
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@ -646,8 +646,8 @@ SW_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *te
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xy_ = (float *)((char*)xy + j * xy_stride);
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xy_ = (float *)((char*)xy + j * xy_stride);
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col_ = *(SDL_Color *)((char*)color + j * color_stride);
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col_ = *(SDL_Color *)((char*)color + j * color_stride);
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ptr->dst.x = xy_[0] * scale_x + renderer->viewport.x;
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ptr->dst.x = (int)(xy_[0] * scale_x + renderer->viewport.x);
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ptr->dst.y = xy_[1] * scale_y + renderer->viewport.y;
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ptr->dst.y = (int)(xy_[1] * scale_y + renderer->viewport.y);
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trianglepoint_2_fixedpoint(&ptr->dst);
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trianglepoint_2_fixedpoint(&ptr->dst);
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ptr->color = col_;
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ptr->color = col_;
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@ -88,7 +88,7 @@ int SDL_FillTriangle(SDL_Surface *dst, const SDL_Point points[3], Uint32 color)
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#endif
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#endif
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/* cross product AB x AC */
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/* cross product AB x AC */
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static float cross_product(const SDL_Point *a, const SDL_Point *b, int c_x, int c_y)
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static int cross_product(const SDL_Point *a, const SDL_Point *b, int c_x, int c_y)
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{
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{
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return (b->x - a->x) * (c_y - a->y) - (b->y - a->y) * (c_x - a->x);
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return (b->x - a->x) * (c_y - a->y) - (b->y - a->y) * (c_x - a->x);
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}
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}
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