From 724bd3e59744912d3f8cc70253d330bc54da7726 Mon Sep 17 00:00:00 2001 From: JosJuice Date: Sat, 20 Aug 2022 23:21:23 +0200 Subject: [PATCH] VideoCommon: Fix OpenGL ES GPU texture decoding --- Source/Core/VideoCommon/TextureConversionShader.cpp | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) diff --git a/Source/Core/VideoCommon/TextureConversionShader.cpp b/Source/Core/VideoCommon/TextureConversionShader.cpp index 459b12b9c8..c3f433811d 100644 --- a/Source/Core/VideoCommon/TextureConversionShader.cpp +++ b/Source/Core/VideoCommon/TextureConversionShader.cpp @@ -602,7 +602,7 @@ uint GetTiledTexelOffset(uint2 block_size, uint2 coords) { uint2 block = coords / block_size; uint2 offset = coords % block_size; - uint buffer_pos = 0; + uint buffer_pos = 0u; buffer_pos += block.y * u_src_row_stride; buffer_pos += block.x * (block_size.x * block_size.y); buffer_pos += offset.y * block_size.x; @@ -672,7 +672,7 @@ static const std::map s_decoding_shader_info{ // the size of the buffer elements. uint2 block = coords.xy / 8u; uint2 offset = coords.xy % 8u; - uint buffer_pos = 0; + uint buffer_pos = 0u; buffer_pos += block.y * u_src_row_stride; buffer_pos += block.x * 32u; buffer_pos += offset.y * 4u; @@ -810,7 +810,7 @@ static const std::map s_decoding_shader_info{ // for the entire block, then the GB channels afterwards. uint2 block = coords.xy / 4u; uint2 offset = coords.xy % 4u; - uint buffer_pos = 0; + uint buffer_pos = 0u; // Our buffer has 16-bit elements, so the offsets here are half what they would be in bytes. buffer_pos += block.y * u_src_row_stride; @@ -874,7 +874,7 @@ static const std::map s_decoding_shader_info{ // Calculate tiled block coordinates. uint2 tile_block_coords = block_coords / 2u; uint2 subtile_block_coords = block_coords % 2u; - uint buffer_pos = 0; + uint buffer_pos = 0u; buffer_pos += tile_block_coords.y * u_src_row_stride; buffer_pos += tile_block_coords.x * 4u; buffer_pos += subtile_block_coords.y * 2u; @@ -960,7 +960,7 @@ static const std::map s_decoding_shader_info{ // the size of the buffer elements. uint2 block = coords.xy / 8u; uint2 offset = coords.xy % 8u; - uint buffer_pos = 0; + uint buffer_pos = 0u; buffer_pos += block.y * u_src_row_stride; buffer_pos += block.x * 32u; buffer_pos += offset.y * 4u;