Unify float literals to use f suffix and avoid double promotions
I might have missed some.
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d1ee507ec4
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384249c31a
19 changed files with 71 additions and 71 deletions
src
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@ -890,9 +890,9 @@ static void applyShadow(SDL_Surface *&in, const SDL_PixelFormat &fm, const SDL_C
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SDL_Surface *out = SDL_CreateRGBSurface
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(0, in->w+1, in->h+1, fm.BitsPerPixel, fm.Rmask, fm.Gmask, fm.Bmask, fm.Amask);
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float fr = c.r / 255.0;
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float fg = c.g / 255.0;
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float fb = c.b / 255.0;
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float fr = c.r / 255.0f;
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float fg = c.g / 255.0f;
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float fb = c.b / 255.0f;
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/* We allocate an output surface one pixel wider and higher than the input,
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* (implicitly) blit a copy of the input with RGB values set to black into
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@ -946,11 +946,11 @@ static void applyShadow(SDL_Surface *&in, const SDL_PixelFormat &fm, const SDL_C
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continue;
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}
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float fSrcA = srcA / 255.0;
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float fShdA = shdA / 255.0;
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float fSrcA = srcA / 255.0f;
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float fShdA = shdA / 255.0f;
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/* Because opacity == 1, co1 == fSrcA */
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float co2 = fShdA * (1.0 - fSrcA);
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float co2 = fShdA * (1.0f - fSrcA);
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/* Result alpha */
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float fa = fSrcA + co2;
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/* Temp value to simplify arithmetic below */
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@ -959,10 +959,10 @@ static void applyShadow(SDL_Surface *&in, const SDL_PixelFormat &fm, const SDL_C
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/* Result colors */
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uint8_t r, g, b, a;
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r = clamp<float>(fr * co3, 0, 1) * 255;
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g = clamp<float>(fg * co3, 0, 1) * 255;
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b = clamp<float>(fb * co3, 0, 1) * 255;
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a = clamp<float>(fa, 0, 1) * 255;
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r = clamp<float>(fr * co3, 0, 1) * 255.0f;
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g = clamp<float>(fg * co3, 0, 1) * 255.0f;
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b = clamp<float>(fb * co3, 0, 1) * 255.0f;
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a = clamp<float>(fa, 0, 1) * 255.0f;
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*outP = SDL_MapRGBA(&fm, r, g, b, a);
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}
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@ -1067,11 +1067,11 @@ void Bitmap::drawText(const IntRect &rect, const char *str, int align)
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Vec2i gpTexSize;
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shState->ensureTexSize(txtSurf->w, txtSurf->h, gpTexSize);
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bool fastBlit = !p->touchesTaintedArea(posRect) && txtAlpha == 1.0;
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bool fastBlit = !p->touchesTaintedArea(posRect) && txtAlpha == 1.0f;
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if (fastBlit)
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{
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if (squeeze == 1.0 && !shState->config().subImageFix)
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if (squeeze == 1.0f && !shState->config().subImageFix)
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{
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/* Even faster: upload directly to bitmap texture.
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* We have to make sure the posRect lies within the texture
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