cleaned up compile warnings from backend_d3d11

This commit is contained in:
Noel Berry 2021-02-21 16:29:45 -08:00
parent 2ea0ed5870
commit 118af7d3b4
2 changed files with 10 additions and 9 deletions

View File

@ -480,9 +480,9 @@ namespace Blah
hash = 5381; hash = 5381;
for (auto& it : attributes) for (auto& it : attributes)
{ {
for (int i = 0, n = strlen(it.semantic_name); i < n; i++) for (size_t i = 0, n = strlen(it.semantic_name); i < n; i++)
hash = ((hash << 5) + hash) + it.semantic_name[i]; hash = ((hash << 5) + hash) + it.semantic_name[i];
hash = it.semantic_index << 5 + hash; hash = (it.semantic_index << 5) + hash;
} }
// Shader is ready for use! // Shader is ready for use!
@ -575,7 +575,7 @@ namespace Blah
// buffer description // buffer description
D3D11_BUFFER_DESC desc = { 0 }; D3D11_BUFFER_DESC desc = { 0 };
desc.ByteWidth = index_stride * m_index_capacity; desc.ByteWidth = (UINT)(index_stride * m_index_capacity);
desc.Usage = D3D11_USAGE_DYNAMIC; desc.Usage = D3D11_USAGE_DYNAMIC;
desc.BindFlags = D3D11_BIND_INDEX_BUFFER; desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
@ -623,7 +623,7 @@ namespace Blah
{ {
// buffer description // buffer description
D3D11_BUFFER_DESC desc = { 0 }; D3D11_BUFFER_DESC desc = { 0 };
desc.ByteWidth = format.stride * m_vertex_capacity; desc.ByteWidth = (UINT)(format.stride * m_vertex_capacity);
desc.Usage = D3D11_USAGE_DYNAMIC; desc.Usage = D3D11_USAGE_DYNAMIC;
desc.BindFlags = D3D11_BIND_VERTEX_BUFFER; desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
@ -1015,7 +1015,9 @@ namespace Blah
{ {
if (mesh->instance_count() <= 0) if (mesh->instance_count() <= 0)
{ {
ctx->DrawIndexed(pass.index_count, pass.index_start, 0); ctx->DrawIndexed(
static_cast<UINT>(pass.index_count),
static_cast<UINT>(pass.index_start), 0);
} }
else else
{ {
@ -1092,7 +1094,7 @@ namespace Blah
D3D11_SHADER_DESC shader_desc; D3D11_SHADER_DESC shader_desc;
reflector->GetDesc(&shader_desc); reflector->GetDesc(&shader_desc);
for (int i = 0; i < shader_desc.BoundResources; i++) for (UINT i = 0; i < shader_desc.BoundResources; i++)
{ {
D3D11_SHADER_INPUT_BIND_DESC desc; D3D11_SHADER_INPUT_BIND_DESC desc;
reflector->GetResourceBindingDesc(i, &desc); reflector->GetResourceBindingDesc(i, &desc);
@ -1117,7 +1119,7 @@ namespace Blah
} }
} }
for (int i = 0; i < shader_desc.ConstantBuffers; i++) for (UINT i = 0; i < shader_desc.ConstantBuffers; i++)
{ {
D3D11_SHADER_BUFFER_DESC desc; D3D11_SHADER_BUFFER_DESC desc;
@ -1138,7 +1140,7 @@ namespace Blah
} }
// get the uniforms // get the uniforms
for (int j = 0; j < desc.Variables; j++) for (UINT j = 0; j < desc.Variables; j++)
{ {
D3D11_SHADER_VARIABLE_DESC var_desc; D3D11_SHADER_VARIABLE_DESC var_desc;
D3D11_SHADER_TYPE_DESC type_desc; D3D11_SHADER_TYPE_DESC type_desc;

View File

@ -10,7 +10,6 @@
#include <blah/core/time.h> #include <blah/core/time.h>
#include <SDL.h> #include <SDL.h>
#include <SDL_vulkan.h>
#include <SDL_syswm.h> #include <SDL_syswm.h>
#if _WIN32 #if _WIN32