Build with -Wfloat-conversion + fix all warnings

This commit is contained in:
Anonymous Maarten authored and GitHub committed 2024-06-03 21:33:29 +00:00
1 parent 17c459e384
commit a919774fe4
38 files changed
+199 -203

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+2 -2
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@@ -1047,8 +1047,8 @@ static int SetDrawState(GL_RenderData *data, const SDL_RenderCommand *cmd, const
viewport->w, viewport->h);
if (viewport->w && viewport->h) {
data->glOrtho((GLdouble)0, (GLdouble)viewport->w,
(GLdouble)istarget ? 0 : viewport->h,
(GLdouble)istarget ? viewport->h : 0,
(GLdouble)(istarget ? 0 : viewport->h),
(GLdouble)(istarget ? viewport->h : 0),
0.0, 1.0);
}
data->glMatrixMode(GL_MODELVIEW);
+4 -6
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@@ -128,10 +128,8 @@ typedef struct
float x, y, z;
} VertTCV;
#define PI 3.14159265358979f
#define radToDeg(x) ((x)*180.f / PI)
#define degToRad(x) ((x)*PI / 180.f)
#define radToDeg(x) ((x)*180.f / SDL_PI_F)
#define degToRad(x) ((x)*SDL_PI_F / 180.f)
static float MathAbs(float x)
{
@@ -809,7 +807,7 @@ static int PSP_QueueCopy(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Tex
float curX = x;
const float endX = x + width;
const float slice = 64.0f;
const size_t count = SDL_ceilf(width / slice);
const size_t count = (size_t)SDL_ceilf(width / slice);
size_t i;
float ustep = (u1 - u0) / width * slice;
@@ -877,7 +875,7 @@ static int PSP_QueueCopyEx(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_T
cmd->data.draw.count = 1;
MathSincos(degToRad(360 - angle), &s, &c);
MathSincos(degToRad((float)(360 - angle)), &s, &c);
cw1 = c * -centerx;
sw1 = s * -centerx;
+2 -2
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@@ -838,8 +838,8 @@ static int SetDrawState(VITA_GXM_RenderData *data, const SDL_RenderCommand *cmd)
if (data->drawstate.viewport_dirty) {
const SDL_Rect *viewport = &data->drawstate.viewport;
float sw = viewport->w / 2.;
float sh = viewport->h / 2.;
float sw = viewport->w / 2.f;
float sh = viewport->h / 2.f;
float x_scale = sw;
float x_off = viewport->x + sw;