Code cleanup: avoid some warnings due to implicit uint/int/float/double conversion.

This commit is contained in:
Brecht Van Lommel
2013-06-07 16:06:17 +00:00
parent c24be7ec6e
commit d835d2f4e6
23 changed files with 96 additions and 62 deletions

View File

@@ -28,8 +28,8 @@ __device void kernel_shader_evaluate(KernelGlobals *kg, uint4 *input, float4 *ou
/* setup shader data */
int object = in.x;
int prim = in.y;
float u = __int_as_float(in.z);
float v = __int_as_float(in.w);
float u = __uint_as_float(in.z);
float v = __uint_as_float(in.w);
shader_setup_from_displace(kg, &sd, object, prim, u, v);
@@ -41,8 +41,8 @@ __device void kernel_shader_evaluate(KernelGlobals *kg, uint4 *input, float4 *ou
else { // SHADER_EVAL_BACKGROUND
/* setup ray */
Ray ray;
float u = __int_as_float(in.x);
float v = __int_as_float(in.y);
float u = __uint_as_float(in.x);
float v = __uint_as_float(in.y);
ray.P = make_float3(0.0f, 0.0f, 0.0f);
ray.D = equirectangular_to_direction(u, v);