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Get rid of narrowing conversion warning
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@ -376,8 +376,9 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve
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if (use_border_s || use_border_t) {
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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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border_color.a};
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texture_color[i] = {
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static_cast<u8>(border_color.r), static_cast<u8>(border_color.g),
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static_cast<u8>(border_color.b), static_cast<u8>(border_color.a)};
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} else {
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// Textures are laid out from bottom to top, hence we invert the t coordinate.
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// NOTE: This may not be the right place for the inversion.
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@ -415,10 +416,10 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve
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Math::Vec4<u8> combiner_output;
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Math::Vec4<u8> combiner_buffer = {0, 0, 0, 0};
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Math::Vec4<u8> next_combiner_buffer = {
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regs.texturing.tev_combiner_buffer_color.r,
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regs.texturing.tev_combiner_buffer_color.g,
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regs.texturing.tev_combiner_buffer_color.b,
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regs.texturing.tev_combiner_buffer_color.a,
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static_cast<u8>(regs.texturing.tev_combiner_buffer_color.r),
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static_cast<u8>(regs.texturing.tev_combiner_buffer_color.g),
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static_cast<u8>(regs.texturing.tev_combiner_buffer_color.b),
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static_cast<u8>(regs.texturing.tev_combiner_buffer_color.a),
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};
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Math::Vec4<u8> primary_fragment_color = {0, 0, 0, 0};
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@ -473,8 +474,9 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve
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return combiner_buffer;
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case Source::Constant:
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return {tev_stage.const_r, tev_stage.const_g, tev_stage.const_b,
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tev_stage.const_a};
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return {
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static_cast<u8>(tev_stage.const_r), static_cast<u8>(tev_stage.const_g),
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static_cast<u8>(tev_stage.const_b), static_cast<u8>(tev_stage.const_a)};
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case Source::Previous:
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return combiner_output;
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