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	Merge pull request #2233 from Subv/warnings
Build: Fixed a few warnings.
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						commit
						cf5b8483fc
					
				@ -49,7 +49,7 @@ static bool circle_pad_right = false;
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static bool circle_pad_modifier = false;
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					static bool circle_pad_modifier = false;
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static void UpdateCirclePad(EmuWindow& emu_window) {
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					static void UpdateCirclePad(EmuWindow& emu_window) {
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    constexpr float SQRT_HALF = 0.707106781;
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					    constexpr float SQRT_HALF = 0.707106781f;
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    int x = 0, y = 0;
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					    int x = 0, y = 0;
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    if (circle_pad_right)
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					    if (circle_pad_right)
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@ -61,9 +61,9 @@ static void UpdateCirclePad(EmuWindow& emu_window) {
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    if (circle_pad_down)
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					    if (circle_pad_down)
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        --y;
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					        --y;
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    float modifier = circle_pad_modifier ? Settings::values.pad_circle_modifier_scale : 1.0;
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					    float modifier = circle_pad_modifier ? Settings::values.pad_circle_modifier_scale : 1.0f;
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    emu_window.CirclePadUpdated(x * modifier * (y == 0 ? 1.0 : SQRT_HALF),
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					    emu_window.CirclePadUpdated(x * modifier * (y == 0 ? 1.0f : SQRT_HALF),
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                                y * modifier * (x == 0 ? 1.0 : SQRT_HALF));
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					                                y * modifier * (x == 0 ? 1.0f : SQRT_HALF));
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}
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					}
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int NewDeviceId() {
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					int NewDeviceId() {
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@ -562,9 +562,9 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0, const Shader
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                };
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					                };
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                if ((texture.config.wrap_s == Regs::TextureConfig::ClampToBorder &&
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					                if ((texture.config.wrap_s == Regs::TextureConfig::ClampToBorder &&
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                     (s < 0 || s >= texture.config.width)) ||
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					                     (s < 0 || static_cast<u32>(s) >= texture.config.width)) ||
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                    (texture.config.wrap_t == Regs::TextureConfig::ClampToBorder &&
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					                    (texture.config.wrap_t == Regs::TextureConfig::ClampToBorder &&
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                     (t < 0 || t >= texture.config.height))) {
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					                     (t < 0 || static_cast<u32>(t) >= texture.config.height))) {
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                    auto border_color = texture.config.border_color;
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					                    auto border_color = texture.config.border_color;
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                    texture_color[i] = {border_color.r, border_color.g, border_color.b,
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					                    texture_color[i] = {border_color.r, border_color.g, border_color.b,
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                                        border_color.a};
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					                                        border_color.a};
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@ -947,7 +947,7 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0, const Shader
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                // Blend the fog
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					                // Blend the fog
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                for (unsigned i = 0; i < 3; i++) {
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					                for (unsigned i = 0; i < 3; i++) {
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                    combiner_output[i] =
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					                    combiner_output[i] =
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                        fog_factor * combiner_output[i] + (1.0f - fog_factor) * fog_color[i];
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					                        static_cast<u8>(fog_factor * combiner_output[i] + (1.0f - fog_factor) * fog_color[i]);
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                }
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					                }
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            }
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					            }
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@ -213,12 +213,12 @@ void RasterizerOpenGL::DrawTriangles() {
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    // Scissor checks are window-, not viewport-relative, which means that if the cached texture
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					    // Scissor checks are window-, not viewport-relative, which means that if the cached texture
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    // sub-rect changes, the scissor bounds also need to be updated.
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					    // sub-rect changes, the scissor bounds also need to be updated.
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    GLint scissor_x1 = rect.left + regs.scissor_test.x1 * color_surface->res_scale_width;
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					    GLint scissor_x1 = static_cast<GLint>(rect.left + regs.scissor_test.x1 * color_surface->res_scale_width);
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    GLint scissor_y1 = rect.bottom + regs.scissor_test.y1 * color_surface->res_scale_height;
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					    GLint scissor_y1 = static_cast<GLint>(rect.bottom + regs.scissor_test.y1 * color_surface->res_scale_height);
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    // x2, y2 have +1 added to cover the entire pixel area, otherwise you might get cracks when
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					    // x2, y2 have +1 added to cover the entire pixel area, otherwise you might get cracks when
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    // scaling or doing multisampling.
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					    // scaling or doing multisampling.
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    GLint scissor_x2 = rect.left + (regs.scissor_test.x2 + 1) * color_surface->res_scale_width;
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					    GLint scissor_x2 = static_cast<GLint>(rect.left + (regs.scissor_test.x2 + 1) * color_surface->res_scale_width);
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    GLint scissor_y2 = rect.bottom + (regs.scissor_test.y2 + 1) * color_surface->res_scale_height;
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					    GLint scissor_y2 = static_cast<GLint>(rect.bottom + (regs.scissor_test.y2 + 1) * color_surface->res_scale_height);
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    if (uniform_block_data.data.scissor_x1 != scissor_x1 ||
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					    if (uniform_block_data.data.scissor_x1 != scissor_x1 ||
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        uniform_block_data.data.scissor_x2 != scissor_x2 ||
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					        uniform_block_data.data.scissor_x2 != scissor_x2 ||
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