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-rw-r--r--src/video_core/gpu_debugger.h2
-rw-r--r--src/video_core/vertex_shader.cpp4
2 files changed, 3 insertions, 3 deletions
diff --git a/src/video_core/gpu_debugger.h b/src/video_core/gpu_debugger.h
index c2c898992..03641d93b 100644
--- a/src/video_core/gpu_debugger.h
+++ b/src/video_core/gpu_debugger.h
@@ -64,7 +64,7 @@ public:
memcpy(&cmd, command_data, sizeof(GSP_GPU::Command));
ForEachObserver([this](DebuggerObserver* observer) {
- observer->GXCommandProcessed(this->gx_command_history.size());
+ observer->GXCommandProcessed(static_cast<int>(this->gx_command_history.size()));
} );
}
diff --git a/src/video_core/vertex_shader.cpp b/src/video_core/vertex_shader.cpp
index 0bd52231b..80935a50a 100644
--- a/src/video_core/vertex_shader.cpp
+++ b/src/video_core/vertex_shader.cpp
@@ -252,7 +252,7 @@ static void ProcessShaderCode(VertexShaderState& state) {
// TODO: Be stable against division by zero!
// TODO: I think this might be wrong... we should only use one component here
- dest[i] = float24::FromFloat32(1.0 / src1[i].ToFloat32());
+ dest[i] = float24::FromFloat32(1.0f / src1[i].ToFloat32());
}
break;
@@ -267,7 +267,7 @@ static void ProcessShaderCode(VertexShaderState& state) {
// TODO: Be stable against division by zero!
// TODO: I think this might be wrong... we should only use one component here
- dest[i] = float24::FromFloat32(1.0 / sqrt(src1[i].ToFloat32()));
+ dest[i] = float24::FromFloat32(1.0f / sqrt(src1[i].ToFloat32()));
}
break;