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	Pica/Rasterizer: Get rid of C-style casts.
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				@ -18,7 +18,7 @@ namespace Pica {
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namespace Rasterizer {
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static void DrawPixel(int x, int y, const Math::Vec4<u8>& color) {
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    u32* color_buffer = (u32*)Memory::GetPointer(PAddrToVAddr(registers.framebuffer.GetColorBufferPhysicalAddress()));
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    u32* color_buffer = reinterpret_cast<u32*>(Memory::GetPointer(PAddrToVAddr(registers.framebuffer.GetColorBufferPhysicalAddress())));
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    u32 value = (color.a() << 24) | (color.r() << 16) | (color.g() << 8) | color.b();
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    // Assuming RGBA8 format until actual framebuffer format handling is implemented
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@ -26,14 +26,14 @@ static void DrawPixel(int x, int y, const Math::Vec4<u8>& color) {
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}
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static u32 GetDepth(int x, int y) {
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    u16* depth_buffer = (u16*)Memory::GetPointer(PAddrToVAddr(registers.framebuffer.GetDepthBufferPhysicalAddress()));
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    u16* depth_buffer = reinterpret_cast<u16*>(Memory::GetPointer(PAddrToVAddr(registers.framebuffer.GetDepthBufferPhysicalAddress())));
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    // Assuming 16-bit depth buffer format until actual format handling is implemented
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    return *(depth_buffer + x + y * registers.framebuffer.GetWidth());
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}
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static void SetDepth(int x, int y, u16 value) {
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    u16* depth_buffer = (u16*)Memory::GetPointer(PAddrToVAddr(registers.framebuffer.GetDepthBufferPhysicalAddress()));
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    u16* depth_buffer = reinterpret_cast<u16*>(Memory::GetPointer(PAddrToVAddr(registers.framebuffer.GetDepthBufferPhysicalAddress())));
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    // Assuming 16-bit depth buffer format until actual format handling is implemented
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    *(depth_buffer + x + y * registers.framebuffer.GetWidth()) = value;
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@ -208,7 +208,7 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0,
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                auto info = DebugUtils::TextureInfo::FromPicaRegister(texture.config, texture.format);
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                texture_color[i] = DebugUtils::LookupTexture(texture_data, s, t, info);
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                DebugUtils::DumpTexture(texture.config, (u8*)texture_data);
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                DebugUtils::DumpTexture(texture.config, texture_data);
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            }
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            // Texture environment - consists of 6 stages of color and alpha combining.
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