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https://github.com/holub/mame
synced 2025-04-24 09:20:02 +03:00
use floorf rather than floor for float->float
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ecf1e166fc
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@ -78,8 +78,8 @@ void bgfx_chain::process(render_primitive* prim, int view, int screen, texture_m
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screen_device* screen_device = screen_iterator.byindex(screen);
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uint16_t screen_count(window.target()->current_view()->screens().count());
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uint16_t screen_width(floor(prim->get_quad_width() + 0.5f));
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uint16_t screen_height(floor(prim->get_quad_height() + 0.5f));
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uint16_t screen_width(floorf(prim->get_quad_width() + 0.5f));
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uint16_t screen_height(floorf(prim->get_quad_height() + 0.5f));
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uint32_t rotation_type =
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(window.target()->orientation() & ROT90) == ROT90 ? 1 :
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(window.target()->orientation() & ROT180) == ROT180 ? 2 :
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@ -435,8 +435,8 @@ uint32_t chain_manager::handle_screen_chains(uint32_t view, render_primitive *st
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continue;
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}
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uint16_t screen_width(floor(prim->get_full_quad_width() + 0.5f));
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uint16_t screen_height(floor(prim->get_full_quad_height() + 0.5f));
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uint16_t screen_width(floorf(prim->get_full_quad_width() + 0.5f));
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uint16_t screen_height(floorf(prim->get_full_quad_height() + 0.5f));
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if (window.swap_xy())
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{
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std::swap(screen_width, screen_height);
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@ -2397,8 +2397,8 @@ void uniform::update()
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if (shadersys->curr_poly)
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{
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float quaddims[2] = {
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floor(shadersys->curr_poly->prim_width() + 0.5f),
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floor(shadersys->curr_poly->prim_height() + 0.5f) };
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floorf(shadersys->curr_poly->prim_width() + 0.5f),
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floorf(shadersys->curr_poly->prim_height() + 0.5f) };
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m_shader->set_vector("QuadDims", 2, quaddims);
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}
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break;
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