video_core: Arithmetic overflow warning fix for gl_rasterizer (#1262)
* video_core: Arithmetic overflow fix for gl_rasterizer - Fixed warnings, which were indicating incorrect behavior from integral promotion rules and types larger than those in which arithmetic is typically performed. - Added const for variables where possible and meaningful. * Changed the casts from C to C++ style Changed the C-style casts to C++ casts as proposed. Took also care about signed / unsigned behaviour.
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@ -152,13 +152,13 @@ void RasterizerOpenGL::SetupVertexArrays() {
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const Tegra::GPUVAddr end = regs.vertex_array_limit[index].LimitAddress();
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if (regs.instanced_arrays.IsInstancingEnabled(index) && vertex_array.divisor != 0) {
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start += vertex_array.stride * (gpu.state.current_instance / vertex_array.divisor);
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start += static_cast<Tegra::GPUVAddr>(vertex_array.stride) *
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(gpu.state.current_instance / vertex_array.divisor);
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}
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ASSERT(end > start);
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u64 size = end - start + 1;
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GLintptr vertex_buffer_offset = buffer_cache.UploadMemory(start, size);
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const u64 size = end - start + 1;
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const GLintptr vertex_buffer_offset = buffer_cache.UploadMemory(start, size);
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// Bind the vertex array to the buffer at the current offset.
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glBindVertexBuffer(index, buffer_cache.GetHandle(), vertex_buffer_offset,
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@ -178,7 +178,7 @@ void RasterizerOpenGL::SetupVertexArrays() {
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void RasterizerOpenGL::SetupShaders() {
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MICROPROFILE_SCOPE(OpenGL_Shader);
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auto& gpu = Core::System::GetInstance().GPU().Maxwell3D();
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const auto& gpu = Core::System::GetInstance().GPU().Maxwell3D();
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// Next available bindpoints to use when uploading the const buffers and textures to the GLSL
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// shaders. The constbuffer bindpoint starts after the shader stage configuration bind points.
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@ -186,7 +186,7 @@ void RasterizerOpenGL::SetupShaders() {
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u32 current_texture_bindpoint = 0;
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for (size_t index = 0; index < Maxwell::MaxShaderProgram; ++index) {
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auto& shader_config = gpu.regs.shader_config[index];
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const auto& shader_config = gpu.regs.shader_config[index];
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const Maxwell::ShaderProgram program{static_cast<Maxwell::ShaderProgram>(index)};
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// Skip stages that are not enabled
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@ -198,7 +198,7 @@ void RasterizerOpenGL::SetupShaders() {
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GLShader::MaxwellUniformData ubo{};
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ubo.SetFromRegs(gpu.state.shader_stages[stage]);
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GLintptr offset = buffer_cache.UploadHostMemory(
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const GLintptr offset = buffer_cache.UploadHostMemory(
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&ubo, sizeof(ubo), static_cast<size_t>(uniform_buffer_alignment));
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// Bind the buffer
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@ -436,7 +436,7 @@ void RasterizerOpenGL::DrawArrays() {
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ScopeAcquireGLContext acquire_context{emu_window};
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auto [dirty_color_surface, dirty_depth_surface] =
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const auto [dirty_color_surface, dirty_depth_surface] =
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ConfigureFramebuffers(true, regs.zeta.Address() != 0 && regs.zeta_enable != 0, true);
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SyncDepthTestState();
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@ -450,7 +450,8 @@ void RasterizerOpenGL::DrawArrays() {
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// Draw the vertex batch
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const bool is_indexed = accelerate_draw == AccelDraw::Indexed;
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const u64 index_buffer_size{regs.index_array.count * regs.index_array.FormatSizeInBytes()};
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const u64 index_buffer_size{static_cast<u64>(regs.index_array.count) *
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static_cast<u64>(regs.index_array.FormatSizeInBytes())};
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state.draw.vertex_buffer = buffer_cache.GetHandle();
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state.Apply();
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@ -493,7 +494,8 @@ void RasterizerOpenGL::DrawArrays() {
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const GLint base_vertex{static_cast<GLint>(regs.vb_element_base)};
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// Adjust the index buffer offset so it points to the first desired index.
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index_buffer_offset += regs.index_array.first * regs.index_array.FormatSizeInBytes();
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index_buffer_offset += static_cast<GLintptr>(regs.index_array.first) *
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static_cast<GLintptr>(regs.index_array.FormatSizeInBytes());
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glDrawElementsBaseVertex(primitive_mode, regs.index_array.count,
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MaxwellToGL::IndexFormat(regs.index_array.format),
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@ -588,7 +590,7 @@ void RasterizerOpenGL::SamplerInfo::Create() {
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}
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void RasterizerOpenGL::SamplerInfo::SyncWithConfig(const Tegra::Texture::TSCEntry& config) {
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GLuint s = sampler.handle;
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const GLuint s = sampler.handle;
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if (mag_filter != config.mag_filter) {
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mag_filter = config.mag_filter;
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@ -682,7 +684,7 @@ u32 RasterizerOpenGL::SetupTextures(Maxwell::ShaderStage stage, Shader& shader,
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for (u32 bindpoint = 0; bindpoint < entries.size(); ++bindpoint) {
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const auto& entry = entries[bindpoint];
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u32 current_bindpoint = current_unit + bindpoint;
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const u32 current_bindpoint = current_unit + bindpoint;
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// Bind the uniform to the sampler.
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