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	Merge pull request #236 from rohit-n/sign-compare
Silence a few -Wsign-compare warnings.
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						63b1453dd8
					
				@ -60,7 +60,7 @@ static inline void WritePicaReg(u32 id, u32 value, u32 mask) {
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                const u8* load_address = base_address + loader_config.data_offset;
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                // TODO: What happens if a loader overwrites a previous one's data?
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                for (int component = 0; component < loader_config.component_count; ++component) {
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                for (unsigned component = 0; component < loader_config.component_count; ++component) {
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                    u32 attribute_index = loader_config.GetComponent(component);
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                    vertex_attribute_sources[attribute_index] = load_address;
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                    vertex_attribute_strides[attribute_index] = static_cast<u32>(loader_config.byte_count);
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@ -155,7 +155,7 @@ void DumpShader(const u32* binary_data, u32 binary_size, const u32* swizzle_data
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    // This is put into a try-catch block to make sure we notice unknown configurations.
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    std::vector<OutputRegisterInfo> output_info_table;
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        for (int i = 0; i < 7; ++i) {
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        for (unsigned i = 0; i < 7; ++i) {
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            using OutputAttributes = Pica::Regs::VSOutputAttributes;
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            // TODO: It's still unclear how the attribute components map to the register!
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@ -375,8 +375,8 @@ void DumpTexture(const Pica::Regs::TextureConfig& texture_config, u8* data) {
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    png_write_info(png_ptr, info_ptr);
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    buf = new u8[row_stride * texture_config.height];
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    for (int y = 0; y < texture_config.height; ++y) {
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        for (int x = 0; x < texture_config.width; ++x) {
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    for (unsigned y = 0; y < texture_config.height; ++y) {
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        for (unsigned x = 0; x < texture_config.width; ++x) {
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            // Cf. rasterizer code for an explanation of this algorithm.
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            int texel_index_within_tile = 0;
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            for (int block_size_index = 0; block_size_index < 3; ++block_size_index) {
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@ -402,7 +402,7 @@ void DumpTexture(const Pica::Regs::TextureConfig& texture_config, u8* data) {
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    }
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    // Write image data
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    for (auto y = 0; y < texture_config.height; ++y)
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    for (unsigned y = 0; y < texture_config.height; ++y)
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    {
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        u8* row_ptr = (u8*)buf + y * row_stride;
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        u8* ptr = row_ptr;
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@ -61,7 +61,7 @@ void RendererOpenGL::SwapBuffers() {
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    for(int i : {0, 1}) {
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        const auto& framebuffer = GPU::g_regs.framebuffer_config[i];
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        if (textures[i].width != framebuffer.width || textures[i].height != framebuffer.height) {
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        if (textures[i].width != (GLsizei)framebuffer.width || textures[i].height != (GLsizei)framebuffer.height) {
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            // Reallocate texture if the framebuffer size has changed.
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            // This is expected to not happen very often and hence should not be a
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            // performance problem.
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