diff --git a/GPU/Common/DepthRaster.cpp b/GPU/Common/DepthRaster.cpp index f75f9cd8c5..775d4108a3 100644 --- a/GPU/Common/DepthRaster.cpp +++ b/GPU/Common/DepthRaster.cpp @@ -494,7 +494,7 @@ int DepthRasterClipIndexedTriangles(int *tx, int *ty, float *tz, const float *tr // Floating point double triangle area. Can't be reused for the integer-snapped raster reliably (though may work...) // Still good for culling early and pretty cheap to compute. - Vec4F32 doubleTriArea = (x1 - x0) * (y2 - y0) - (x2 - x0) * (y1 - y0) - Vec4F32::Splat((float)(MIN_TWICE_TRI_AREA + 2)); + Vec4F32 doubleTriArea = (x1 - x0) * (y2 - y0) - (x2 - x0) * (y1 - y0) - Vec4F32::Splat((float)(MIN_TWICE_TRI_AREA)); if (!AnyZeroSignBit(doubleTriArea)) { gpuStats.numDepthRasterEarlySize += 4; continue; diff --git a/unittest/UnitTest.cpp b/unittest/UnitTest.cpp index fb45e9c6f0..475b785abd 100644 --- a/unittest/UnitTest.cpp +++ b/unittest/UnitTest.cpp @@ -1049,7 +1049,7 @@ CharQueue GetQueue() { bool TestCharQueue() { // We use a tiny block size for testing. - CharQueue queue = std::move(GetQueue()); + CharQueue queue = GetQueue(); // Add 16 chars. queue.push_back("abcdefghijkl");