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Cleanup some CXX_BUILD warnings
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ff9aebedca
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@ -117,9 +117,10 @@ static void d3d11_overlay_set_alpha(void* data, unsigned index, float mod)
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static bool d3d11_overlay_load(void* data, const void* image_data, unsigned num_images)
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{
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D3D11_BUFFER_DESC desc;
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D3D11_MAPPED_SUBRESOURCE mapped_vbo;
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int i;
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d3d11_sprite_t* sprites;
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D3D11_MAPPED_SUBRESOURCE mapped_vbo;
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d3d11_video_t* d3d11 = (d3d11_video_t*)data;
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const struct texture_image* images = (const struct texture_image*)image_data;
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@ -128,19 +129,19 @@ static bool d3d11_overlay_load(void* data, const void* image_data, unsigned num_
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d3d11_free_overlays(d3d11);
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d3d11->overlays.count = num_images;
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d3d11->overlays.textures = (d3d11_texture_t*)calloc(num_images, sizeof(d3d11_texture_t));
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d3d11->overlays.textures = (d3d11_texture_t*)calloc(
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num_images, sizeof(d3d11_texture_t));
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{
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D3D11_BUFFER_DESC desc = { sizeof(d3d11_sprite_t) * num_images };
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desc.Usage = D3D11_USAGE_DYNAMIC;
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desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
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desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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D3D11CreateBuffer(d3d11->device, &desc, NULL, &d3d11->overlays.vbo);
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}
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desc.ByteWidth = sizeof(d3d11_sprite_t) * num_images;
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desc.Usage = D3D11_USAGE_DYNAMIC;
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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.MiscFlags = 0;
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desc.StructureByteStride = 0;
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D3D11CreateBuffer(d3d11->device, &desc, NULL, &d3d11->overlays.vbo);
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D3D11MapBuffer(d3d11->context, d3d11->overlays.vbo, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_vbo);
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sprites = (d3d11_sprite_t*)mapped_vbo.pData;
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sprites = (d3d11_sprite_t*)mapped_vbo.pData;
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for (i = 0; i < num_images; i++)
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{
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@ -152,26 +153,27 @@ static bool d3d11_overlay_load(void* data, const void* image_data, unsigned num_
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d3d11_init_texture(d3d11->device, &d3d11->overlays.textures[i]);
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d3d11_update_texture(
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d3d11->context, images[i].width, images[i].height, 0, DXGI_FORMAT_B8G8R8A8_UNORM,
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d3d11->context, images[i].width,
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images[i].height, 0, DXGI_FORMAT_B8G8R8A8_UNORM,
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images[i].pixels, &d3d11->overlays.textures[i]);
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sprites[i].pos.x = 0.0f;
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sprites[i].pos.y = 0.0f;
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sprites[i].pos.w = 1.0f;
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sprites[i].pos.h = 1.0f;
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sprites[i].pos.x = 0.0f;
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sprites[i].pos.y = 0.0f;
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sprites[i].pos.w = 1.0f;
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sprites[i].pos.h = 1.0f;
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sprites[i].coords.u = 0.0f;
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sprites[i].coords.v = 0.0f;
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sprites[i].coords.w = 1.0f;
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sprites[i].coords.h = 1.0f;
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sprites[i].coords.u = 0.0f;
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sprites[i].coords.v = 0.0f;
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sprites[i].coords.w = 1.0f;
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sprites[i].coords.h = 1.0f;
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sprites[i].params.scaling = 1;
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sprites[i].params.rotation = 0;
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sprites[i].colors[0] = 0xFFFFFFFF;
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sprites[i].colors[1] = sprites[i].colors[0];
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sprites[i].colors[2] = sprites[i].colors[0];
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sprites[i].colors[3] = sprites[i].colors[0];
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sprites[i].colors[0] = 0xFFFFFFFF;
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sprites[i].colors[1] = sprites[i].colors[0];
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sprites[i].colors[2] = sprites[i].colors[0];
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sprites[i].colors[3] = sprites[i].colors[0];
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}
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D3D11UnmapBuffer(d3d11->context, d3d11->overlays.vbo, 0);
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@ -752,29 +754,31 @@ d3d11_gfx_init(const video_info_t* video, const input_driver_t** input, void** i
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d3d11_set_filtering(d3d11, 0, video->smooth);
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{
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D3D11_BUFFER_DESC desc;
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d3d11_vertex_t vertices[] = {
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{ { 0.0f, 0.0f }, { 0.0f, 1.0f }, { 1.0f, 1.0f, 1.0f, 1.0f } },
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{ { 0.0f, 1.0f }, { 0.0f, 0.0f }, { 1.0f, 1.0f, 1.0f, 1.0f } },
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{ { 1.0f, 0.0f }, { 1.0f, 1.0f }, { 1.0f, 1.0f, 1.0f, 1.0f } },
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{ { 1.0f, 1.0f }, { 1.0f, 0.0f }, { 1.0f, 1.0f, 1.0f, 1.0f } },
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};
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D3D11_SUBRESOURCE_DATA
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vertexData = { vertices };
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{
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D3D11_BUFFER_DESC desc = { 0 };
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desc.Usage = D3D11_USAGE_IMMUTABLE;
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desc.ByteWidth = sizeof(vertices);
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desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
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desc.ByteWidth = sizeof(vertices);
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desc.Usage = D3D11_USAGE_IMMUTABLE;
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desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
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desc.CPUAccessFlags = 0;
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desc.MiscFlags = 0;
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desc.StructureByteStride = 0;
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D3D11_SUBRESOURCE_DATA vertexData = { vertices };
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D3D11CreateBuffer(d3d11->device, &desc, &vertexData, &d3d11->frame.vbo);
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desc.Usage = D3D11_USAGE_DYNAMIC;
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desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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D3D11CreateBuffer(d3d11->device, &desc, &vertexData, &d3d11->menu.vbo);
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D3D11CreateBuffer(d3d11->device, &desc, &vertexData, &d3d11->frame.vbo);
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desc.Usage = D3D11_USAGE_DYNAMIC;
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desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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D3D11CreateBuffer(d3d11->device, &desc, &vertexData, &d3d11->menu.vbo);
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d3d11->sprites.capacity = 4096;
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desc.ByteWidth = sizeof(d3d11_sprite_t) * d3d11->sprites.capacity;
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D3D11CreateBuffer(d3d11->device, &desc, NULL, &d3d11->sprites.vbo);
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}
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d3d11->sprites.capacity = 4096;
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desc.ByteWidth = sizeof(d3d11_sprite_t) * d3d11->sprites.capacity;
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D3D11CreateBuffer(d3d11->device, &desc, NULL, &d3d11->sprites.vbo);
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}
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{
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