mirror of https://github.com/PCSX2/pcsx2.git
Frontend: Warning fixes for clang-cl
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parent
a978abb523
commit
3bb6eb16de
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@ -189,7 +189,6 @@ namespace Achievements
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RAPI_STRUCT_NAME(rc_api_submit_lboard_entry_request_t);
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RAPI_STRUCT_NAME(rc_api_fetch_leaderboard_info_request_t);
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RAPI_STRUCT_NAME(rc_api_response_t);
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RAPI_STRUCT_NAME(rc_api_login_response_t);
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RAPI_STRUCT_NAME(rc_api_resolve_hash_response_t);
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RAPI_STRUCT_NAME(rc_api_fetch_game_data_response_t);
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@ -201,6 +200,7 @@ namespace Achievements
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RAPI_STRUCT_NAME(rc_api_fetch_leaderboard_info_response_t);
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// Unused for now.
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// RAPI_STRUCT_NAME(rc_api_response_t);
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// RAPI_STRUCT_NAME(rc_api_fetch_achievement_info_response_t);
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// RAPI_STRUCT_NAME(rc_api_fetch_games_list_response_t);
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@ -63,34 +63,6 @@ private:
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bool m_dynamic;
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};
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static wil::com_ptr_nothrow<ID3D11VertexShader> CreateVertexShader(ID3D11Device* device, const void* bytecode,
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size_t bytecode_length)
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{
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wil::com_ptr_nothrow<ID3D11VertexShader> shader;
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const HRESULT hr = device->CreateVertexShader(bytecode, bytecode_length, nullptr, shader.put());
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if (FAILED(hr))
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{
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Console.Error("Failed to create vertex shader: 0x%08X", hr);
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return {};
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}
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return shader;
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}
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static wil::com_ptr_nothrow<ID3D11PixelShader> CreatePixelShader(ID3D11Device* device, const void* bytecode,
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size_t bytecode_length)
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{
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wil::com_ptr_nothrow<ID3D11PixelShader> shader;
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const HRESULT hr = device->CreatePixelShader(bytecode, bytecode_length, nullptr, shader.put());
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if (FAILED(hr))
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{
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Console.Error("Failed to create pixel shader: 0x%08X", hr);
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return {};
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}
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return shader;
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}
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D3D11HostDisplay::D3D11HostDisplay() = default;
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D3D11HostDisplay::~D3D11HostDisplay()
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@ -16,6 +16,7 @@
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#pragma once
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#include "HostDisplay.h"
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#include "common/RedtapeWindows.h"
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#include "common/RedtapeWilCom.h"
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#include "common/WindowInfo.h"
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#include <array>
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#include <d3d11.h>
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@ -24,7 +25,6 @@
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#include <string>
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#include <string_view>
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#include <vector>
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#include <wil/com.h>
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class D3D11HostDisplay final : public HostDisplay
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{
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@ -16,13 +16,13 @@
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#pragma once
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#define DIRECTINPUT_VERSION 0x0800
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#include "common/RedtapeWindows.h"
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#include "common/RedtapeWilCom.h"
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#include "Frontend/InputSource.h"
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#include <array>
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#include <dinput.h>
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#include <functional>
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#include <mutex>
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#include <vector>
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#include <wil/com.h>
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class DInputSource final : public InputSource
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{
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@ -330,9 +330,12 @@ namespace FullscreenUI
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static void DrawIntSpinBoxSetting(SettingsInterface* bsi, const char* title, const char* summary, const char* section, const char* key,
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int default_value, int min_value, int max_value, int step_value, const char* format = "%d", bool enabled = true,
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float height = ImGuiFullscreen::LAYOUT_MENU_BUTTON_HEIGHT, ImFont* font = g_large_font, ImFont* summary_font = g_medium_font);
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#if 0
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// Unused as of now
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static void DrawFloatRangeSetting(SettingsInterface* bsi, const char* title, const char* summary, const char* section, const char* key,
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float default_value, float min_value, float max_value, const char* format = "%f", float multiplier = 1.0f, bool enabled = true,
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float height = ImGuiFullscreen::LAYOUT_MENU_BUTTON_HEIGHT, ImFont* font = g_large_font, ImFont* summary_font = g_medium_font);
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#endif
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static void DrawFloatSpinBoxSetting(SettingsInterface* bsi, const char* title, const char* summary, const char* section,
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const char* key, float default_value, float min_value, float max_value, float step_value, float multiplier,
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const char* format = "%f", bool enabled = true, float height = ImGuiFullscreen::LAYOUT_MENU_BUTTON_HEIGHT,
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@ -434,8 +437,6 @@ namespace FullscreenUI
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static HostDisplayTexture* GetTextureForGameListEntryType(GameList::EntryType type);
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static HostDisplayTexture* GetGameListCover(const GameList::Entry* entry);
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static HostDisplayTexture* GetCoverForCurrentGame();
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static std::string GetNotificationImageForGame(const GameList::Entry* entry);
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static std::string GetNotificationImageForGame(const std::string& game_path);
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// Lazily populated cover images.
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static std::unordered_map<std::string, std::string> s_cover_image_map;
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@ -1654,6 +1655,8 @@ void FullscreenUI::DrawIntSpinBoxSetting(SettingsInterface* bsi, const char* tit
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ImGui::PopFont();
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}
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#if 0
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// Unused as of now
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void FullscreenUI::DrawFloatRangeSetting(SettingsInterface* bsi, const char* title, const char* summary, const char* section,
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const char* key, float default_value, float min_value, float max_value, const char* format, float multiplier, bool enabled,
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float height, ImFont* font, ImFont* summary_font)
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@ -1710,6 +1713,7 @@ void FullscreenUI::DrawFloatRangeSetting(SettingsInterface* bsi, const char* tit
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ImGui::PopStyleVar(4);
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ImGui::PopFont();
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}
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#endif
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void FullscreenUI::DrawFloatSpinBoxSetting(SettingsInterface* bsi, const char* title, const char* summary, const char* section,
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const char* key, float default_value, float min_value, float max_value, float step_value, float multiplier, const char* format,
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@ -3932,7 +3936,6 @@ void FullscreenUI::DrawControllerSettingsPage()
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ImGui::PopID();
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}
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static constexpr const char* usb_sections[USB::NUM_PORTS] = {"USB1", "USB2"};
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for (u32 port = 0; port < USB::NUM_PORTS; port++)
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{
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ImGui::PushID(port);
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@ -4680,7 +4683,6 @@ void FullscreenUI::DrawSaveStateSelector(bool is_loading)
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(static_cast<float>(ImGui::GetWindowWidth()) - (item_width_with_spacing * static_cast<float>(grid_count_x))) * 0.5f;
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u32 grid_x = 0;
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u32 grid_y = 0;
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ImGui::SetCursorPos(ImVec2(start_x, 0.0f));
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for (u32 i = 0; i < s_save_state_selector_slots.size(); i++)
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{
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@ -4869,7 +4871,6 @@ void FullscreenUI::DrawSaveStateSelector(bool is_loading)
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if (grid_x == grid_count_x)
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{
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grid_x = 0;
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grid_y++;
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ImGui::SetCursorPosX(start_x);
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ImGui::SetCursorPosY(ImGui::GetCursorPosY() + item_spacing);
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}
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@ -5388,7 +5389,6 @@ void FullscreenUI::DrawGameGrid(const ImVec2& heading_size)
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std::string draw_title;
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u32 grid_x = 0;
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u32 grid_y = 0;
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ImGui::SetCursorPos(ImVec2(start_x, 0.0f));
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for (const GameList::Entry* entry : s_game_list_sorted_entries)
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{
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@ -5451,7 +5451,6 @@ void FullscreenUI::DrawGameGrid(const ImVec2& heading_size)
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if (grid_x == grid_count_x)
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{
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grid_x = 0;
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grid_y++;
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ImGui::SetCursorPosX(start_x);
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ImGui::SetCursorPosY(ImGui::GetCursorPosY() + item_spacing);
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}
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@ -5786,23 +5785,6 @@ HostDisplayTexture* FullscreenUI::GetCoverForCurrentGame()
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return GetGameListCover(entry);
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}
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std::string FullscreenUI::GetNotificationImageForGame(const GameList::Entry* entry)
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{
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std::string ret;
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if (entry)
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ret = GameList::GetCoverImagePathForEntry(entry);
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return ret;
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}
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std::string FullscreenUI::GetNotificationImageForGame(const std::string& game_path)
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{
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auto lock = GameList::GetLock();
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const GameList::Entry* entry = GameList::GetEntryForPath(game_path.c_str());
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return entry ? GetNotificationImageForGame(entry) : std::string();
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}
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//////////////////////////////////////////////////////////////////////////
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// Overlays
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//////////////////////////////////////////////////////////////////////////
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@ -67,8 +67,6 @@ namespace GameList
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static bool IsScannableFilename(const std::string_view& path);
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static Entry* GetMutableEntryForPath(const char* path);
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static bool GetIsoSerialAndCRC(const std::string& path, s32* disc_type, std::string* serial, u32* crc);
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static Region ParseDatabaseRegion(const std::string_view& db_region);
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static bool GetElfListEntry(const std::string& path, GameList::Entry* entry);
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@ -739,18 +737,6 @@ const GameList::Entry* GameList::GetEntryBySerialAndCRC(const std::string_view&
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return nullptr;
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}
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GameList::Entry* GameList::GetMutableEntryForPath(const char* path)
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{
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const size_t path_length = std::strlen(path);
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for (Entry& entry : s_entries)
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{
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if (entry.path.size() == path_length && StringUtil::Strcasecmp(entry.path.c_str(), path) == 0)
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return &entry;
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}
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return nullptr;
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}
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u32 GameList::GetEntryCount()
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{
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return static_cast<u32>(s_entries.size());
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@ -105,7 +105,7 @@ bool XInputSource::Initialize(SettingsInterface& si, std::unique_lock<std::mutex
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// Try the hidden version of XInputGetState(), which lets us query the guide button.
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m_xinput_get_state = reinterpret_cast<decltype(m_xinput_get_state)>(GetProcAddress(m_xinput_module, reinterpret_cast<LPCSTR>(100)));
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if (!m_xinput_get_state)
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reinterpret_cast<decltype(m_xinput_get_state)>(GetProcAddress(m_xinput_module, "XInputGetState"));
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m_xinput_get_state = reinterpret_cast<decltype(m_xinput_get_state)>(GetProcAddress(m_xinput_module, "XInputGetState"));
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m_xinput_set_state = reinterpret_cast<decltype(m_xinput_set_state)>(GetProcAddress(m_xinput_module, "XInputSetState"));
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m_xinput_get_capabilities =
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reinterpret_cast<decltype(m_xinput_get_capabilities)>(GetProcAddress(m_xinput_module, "XInputGetCapabilities"));
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@ -117,7 +117,6 @@ static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12Graphic
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// Bind shader and vertex buffers
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unsigned int stride = sizeof(ImDrawVert);
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unsigned int offset = 0;
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D3D12_VERTEX_BUFFER_VIEW vbv;
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memset(&vbv, 0, sizeof(D3D12_VERTEX_BUFFER_VIEW));
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vbv.BufferLocation = bd->VertexStreamBuffer.GetCurrentGPUPointer();
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