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https://github.com/NoelFB/blah.git
synced 2024-11-25 16:18:57 +08:00
cleaned up compile warnings from backend_d3d11
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parent
2ea0ed5870
commit
118af7d3b4
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@ -480,9 +480,9 @@ namespace Blah
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hash = 5381;
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hash = 5381;
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for (auto& it : attributes)
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for (auto& it : attributes)
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{
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{
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for (int i = 0, n = strlen(it.semantic_name); i < n; i++)
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for (size_t i = 0, n = strlen(it.semantic_name); i < n; i++)
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hash = ((hash << 5) + hash) + it.semantic_name[i];
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hash = ((hash << 5) + hash) + it.semantic_name[i];
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hash = it.semantic_index << 5 + hash;
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hash = (it.semantic_index << 5) + hash;
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}
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}
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// Shader is ready for use!
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// Shader is ready for use!
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@ -575,7 +575,7 @@ namespace Blah
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// buffer description
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// buffer description
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D3D11_BUFFER_DESC desc = { 0 };
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D3D11_BUFFER_DESC desc = { 0 };
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desc.ByteWidth = index_stride * m_index_capacity;
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desc.ByteWidth = (UINT)(index_stride * m_index_capacity);
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desc.Usage = D3D11_USAGE_DYNAMIC;
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desc.Usage = D3D11_USAGE_DYNAMIC;
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desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
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desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
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desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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@ -623,7 +623,7 @@ namespace Blah
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{
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{
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// buffer description
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// buffer description
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D3D11_BUFFER_DESC desc = { 0 };
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D3D11_BUFFER_DESC desc = { 0 };
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desc.ByteWidth = format.stride * m_vertex_capacity;
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desc.ByteWidth = (UINT)(format.stride * m_vertex_capacity);
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desc.Usage = D3D11_USAGE_DYNAMIC;
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desc.Usage = D3D11_USAGE_DYNAMIC;
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desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
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desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
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desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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@ -1015,7 +1015,9 @@ namespace Blah
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{
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{
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if (mesh->instance_count() <= 0)
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if (mesh->instance_count() <= 0)
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{
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{
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ctx->DrawIndexed(pass.index_count, pass.index_start, 0);
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ctx->DrawIndexed(
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static_cast<UINT>(pass.index_count),
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static_cast<UINT>(pass.index_start), 0);
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}
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}
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else
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else
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{
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{
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@ -1092,7 +1094,7 @@ namespace Blah
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D3D11_SHADER_DESC shader_desc;
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D3D11_SHADER_DESC shader_desc;
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reflector->GetDesc(&shader_desc);
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reflector->GetDesc(&shader_desc);
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for (int i = 0; i < shader_desc.BoundResources; i++)
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for (UINT i = 0; i < shader_desc.BoundResources; i++)
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{
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{
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D3D11_SHADER_INPUT_BIND_DESC desc;
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D3D11_SHADER_INPUT_BIND_DESC desc;
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reflector->GetResourceBindingDesc(i, &desc);
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reflector->GetResourceBindingDesc(i, &desc);
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@ -1117,7 +1119,7 @@ namespace Blah
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}
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}
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}
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}
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for (int i = 0; i < shader_desc.ConstantBuffers; i++)
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for (UINT i = 0; i < shader_desc.ConstantBuffers; i++)
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{
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{
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D3D11_SHADER_BUFFER_DESC desc;
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D3D11_SHADER_BUFFER_DESC desc;
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@ -1138,7 +1140,7 @@ namespace Blah
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}
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}
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// get the uniforms
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// get the uniforms
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for (int j = 0; j < desc.Variables; j++)
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for (UINT j = 0; j < desc.Variables; j++)
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{
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{
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D3D11_SHADER_VARIABLE_DESC var_desc;
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D3D11_SHADER_VARIABLE_DESC var_desc;
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D3D11_SHADER_TYPE_DESC type_desc;
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D3D11_SHADER_TYPE_DESC type_desc;
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@ -10,7 +10,6 @@
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#include <blah/core/time.h>
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#include <blah/core/time.h>
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#include <SDL.h>
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#include <SDL.h>
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#include <SDL_vulkan.h>
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#include <SDL_syswm.h>
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#include <SDL_syswm.h>
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#if _WIN32
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#if _WIN32
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