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GSDX: Clear up all compiler warnings. No changes to emulation.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5840 96395faa-99c1-11dd-bbfe-3dabce05a288
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@ -145,7 +145,7 @@ public:
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class GSDepthStencilOGL {
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bool m_depth_enable;
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GLenum m_depth_func;
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GLboolean m_depth_mask;
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bool m_depth_mask;
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// Note front face and back might be split but it seems they have same parameter configuration
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bool m_stencil_enable;
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GLenum m_stencil_func;
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@ -168,7 +168,7 @@ public:
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void EnableDepth() { m_depth_enable = true; }
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void EnableStencil() { m_stencil_enable = true; }
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void SetDepth(GLenum func, GLboolean mask) { m_depth_func = func; m_depth_mask = mask; }
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void SetDepth(GLenum func, bool mask) { m_depth_func = func; m_depth_mask = mask; }
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void SetStencil(GLenum func, GLenum pass) { m_stencil_func = func; m_stencil_spass_dpass_op = pass; }
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void SetupDepth()
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@ -188,7 +188,7 @@ public:
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}
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if (GLState::depth_mask != m_depth_mask) {
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GLState::depth_mask = m_depth_mask;
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glDepthMask(m_depth_mask);
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glDepthMask((GLboolean)m_depth_mask);
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}
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}
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}
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@ -1528,7 +1528,7 @@ void GSLocalMemory::ReadImageX(int& tx, int& ty, uint8* dst, int len, GIFRegBITB
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for(; len > 0 && x < ex; len--, x += 2, pb++)
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{
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*pb = ReadPixel4(addr + offset[x + 0]) | (ReadPixel4(addr + offset[x + 1]) << 4);
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*pb = (uint8)(ReadPixel4(addr + offset[x + 0]) | (ReadPixel4(addr + offset[x + 1]) << 4));
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}
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if(x == ex) {x = sx; y++;}
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@ -2082,7 +2082,7 @@ uint32* GSOffset::GetPages(const GSVector4i& rect, uint32* pages, GSVector4i* bb
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}
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}
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*p++ = EOP;
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*p++ = (uint32)EOP;
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ASSERT(p - pages <= limit);
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@ -465,10 +465,10 @@ void GSRendererCS::Draw()
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GSVector4i r2 = bbox.add32(GSVector4i(-1, -1, 1, 1)).rintersect(scissor);
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m_vertex.buff[m_vertex.next + 0].XYZ.X = context->XYOFFSET.OFX + (r2.left << 4);
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m_vertex.buff[m_vertex.next + 0].XYZ.Y = context->XYOFFSET.OFY + (r2.top << 4);
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m_vertex.buff[m_vertex.next + 1].XYZ.X = context->XYOFFSET.OFX + (r2.right << 4);
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m_vertex.buff[m_vertex.next + 1].XYZ.Y = context->XYOFFSET.OFY + (r2.bottom << 4);
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m_vertex.buff[m_vertex.next + 0].XYZ.X = (uint16)(context->XYOFFSET.OFX + (r2.left << 4));
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m_vertex.buff[m_vertex.next + 0].XYZ.Y = (uint16)(context->XYOFFSET.OFY + (r2.top << 4));
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m_vertex.buff[m_vertex.next + 1].XYZ.X = (uint16)(context->XYOFFSET.OFX + (r2.right << 4));
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m_vertex.buff[m_vertex.next + 1].XYZ.Y = (uint16)(context->XYOFFSET.OFY + (r2.bottom << 4));
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m_index.buff[m_index.tail + 0] = m_vertex.next + 0;
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m_index.buff[m_index.tail + 1] = m_vertex.next + 1;
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@ -636,7 +636,7 @@ void GSRendererCS::Draw()
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int step = PS_BATCH_SIZE * GSUtil::GetVertexCount(PRIM->PRIM);
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for(int i = 0; i < m_index.tail; i += step)
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for(uint32 i = 0; i < m_index.tail; i += step)
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{
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dev->IASetPrimitiveTopology(topology);
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dev->GSSetShader(gs[0]);
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@ -180,7 +180,7 @@ void GSRendererDX9::SetupIA()
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GSVertex* RESTRICT s = (GSVertex*)m_vertex.buff;
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GSVertexHW9* RESTRICT d = (GSVertexHW9*)ptr;
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for(int i = 0; i < m_vertex.next; i++, s++, d++)
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for(uint32 i = 0; i < m_vertex.next; i++, s++, d++)
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{
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GSVector4 p = GSVector4(GSVector4i::load(s->XYZ.u32[0]).upl16());
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@ -340,7 +340,7 @@ void GSSettingsDlg::UpdateControls()
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bool dx9 = (i / 3) == 0;
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bool dx11 = (i / 3) == 1;
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bool hw = (i % 3) == 0;
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bool sw = (i % 3) == 1;
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//bool sw = (i % 3) == 1;
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bool native = !!IsDlgButtonChecked(m_hWnd, IDC_NATIVERES);
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ShowWindow(GetDlgItem(m_hWnd, IDC_LOGO9), dx9 ? SW_SHOW : SW_HIDE);
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@ -228,10 +228,6 @@ GSTextureOGL::GSTextureOGL(int type, int w, int h, int format, GLuint fbo_read)
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m_int_alignment = 0;
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m_int_shift = 0;
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break;
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m_int_format = 0;
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m_int_type = 0;
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m_int_alignment = 0;
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m_int_shift = 0;
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default:
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ASSERT(0);
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}
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@ -2458,10 +2458,11 @@ public:
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m = _mm_cvtepi32_ps(_mm_unpacklo_epi32(_mm_cvtsi32_si128(x), _mm_cvtsi32_si128(y)));
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}
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__forceinline GSVector4(const GSVector4& v)
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//Not currently used, just causes a compiler warning
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/*__forceinline GSVector4(const GSVector4& v)
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{
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m = v.m;
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}
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}*/
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__forceinline explicit GSVector4(const GSVector2& v)
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{
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@ -2967,7 +2968,6 @@ public:
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#endif
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return *this;
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}
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template<int i> __forceinline int extract32() const
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@ -37,7 +37,8 @@ bool GSWndWGL::CreateContext(int major, int minor)
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}
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// GL2 context are quite easy but we need GL3 which is another painful story...
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if (!(m_context = wglCreateContext(m_NativeDisplay))) {
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m_context = wglCreateContext(m_NativeDisplay);
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if (!m_context) {
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fprintf(stderr, "Failed to create a 2.0 context\n");
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return false;
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}
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@ -173,13 +174,14 @@ bool GSWndWGL::OpenWGLDisplay()
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0, 0, 0 // Layer Masks Ignored
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};
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if (!(m_NativeDisplay = GetDC(m_NativeWindow)))
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m_NativeDisplay = GetDC(m_NativeWindow);
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if (!m_NativeDisplay)
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{
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MessageBox(NULL, "(1) Can't Create A GL Device Context.", "ERROR", MB_OK | MB_ICONEXCLAMATION);
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return false;
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}
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if (!(PixelFormat = ChoosePixelFormat(m_NativeDisplay, &pfd)))
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PixelFormat = ChoosePixelFormat(m_NativeDisplay, &pfd);
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if (!PixelFormat)
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{
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MessageBox(NULL, "(2) Can't Find A Suitable PixelFormat.", "ERROR", MB_OK | MB_ICONEXCLAMATION);
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return false;
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@ -117,8 +117,11 @@ HRESULT CAMSchedule::Unadvise(DWORD_PTR dwAdviseCookie)
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CAdvisePacket * p_prev = &head;
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CAdvisePacket * p_n;
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m_Serialize.Lock();
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while ( p_n = p_prev->Next() ) // The Next() method returns NULL when it hits z
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while (1) // The Next() method returns NULL when it hits z
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{
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p_n = p_prev->Next();
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if (!p_n) break;
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if ( p_n->m_dwAdviseCookie == dwAdviseCookie )
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{
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Delete( p_prev->RemoveNext() );
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@ -417,7 +417,10 @@ lstrcpynWInternal(
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ASSERT(iMaxLength);
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LPWSTR lpReturn = lpString1;
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if (iMaxLength) {
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while (--iMaxLength && (*lpString1++ = *lpString2++));
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while (--iMaxLength) {
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if (!*lpString2) break;
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*lpString1++ = *lpString2++;
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};
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// If we ran out of room (which will be the case if
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// iMaxLength is now 0) we still need to terminate the
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