Reduce C++11 warnings
A few typecasts to fix "narrowing conversion" complaints.
Change-Id: Ib2118079a2ca33959c748d03d8c6f1722d62e8fe
diff --git a/services/surfaceflinger/DisplayHardware/HWComposer.cpp b/services/surfaceflinger/DisplayHardware/HWComposer.cpp
index 73794c4..cd06971 100644
--- a/services/surfaceflinger/DisplayHardware/HWComposer.cpp
+++ b/services/surfaceflinger/DisplayHardware/HWComposer.cpp
@@ -509,7 +509,7 @@
if (hwcHasApiVersion(mHwc, HWC_DEVICE_API_VERSION_1_1)) {
disp.framebufferTarget = &disp.list->hwLayers[numLayers - 1];
memset(disp.framebufferTarget, 0, sizeof(hwc_layer_1_t));
- const hwc_rect_t r = { 0, 0, disp.width, disp.height };
+ const hwc_rect_t r = { 0, 0, (int) disp.width, (int) disp.height };
disp.framebufferTarget->compositionType = HWC_FRAMEBUFFER_TARGET;
disp.framebufferTarget->hints = 0;
disp.framebufferTarget->flags = 0;
diff --git a/services/surfaceflinger/SurfaceFlinger.cpp b/services/surfaceflinger/SurfaceFlinger.cpp
index f0e5719..342315c6 100644
--- a/services/surfaceflinger/SurfaceFlinger.cpp
+++ b/services/surfaceflinger/SurfaceFlinger.cpp
@@ -831,10 +831,10 @@
while (it != end) {
const Rect& r = *it++;
GLfloat vertices[][2] = {
- { r.left, height - r.top },
- { r.left, height - r.bottom },
- { r.right, height - r.bottom },
- { r.right, height - r.top }
+ { (GLfloat) r.left, (GLfloat) (height - r.top) },
+ { (GLfloat) r.left, (GLfloat) (height - r.bottom) },
+ { (GLfloat) r.right, (GLfloat) (height - r.bottom) },
+ { (GLfloat) r.right, (GLfloat) (height - r.top) }
};
glVertexPointer(2, GL_FLOAT, 0, vertices);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
@@ -1646,10 +1646,10 @@
while (it != end) {
const Rect& r = *it++;
GLfloat vertices[][2] = {
- { r.left, height - r.top },
- { r.left, height - r.bottom },
- { r.right, height - r.bottom },
- { r.right, height - r.top }
+ { (GLfloat) r.left, (GLfloat) (height - r.top) },
+ { (GLfloat) r.left, (GLfloat) (height - r.bottom) },
+ { (GLfloat) r.right, (GLfloat) (height - r.bottom) },
+ { (GLfloat) r.right, (GLfloat) (height - r.top) }
};
glVertexPointer(2, GL_FLOAT, 0, vertices);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);