mirror of https://github.com/PCSX2/pcsx2.git
gsdx-d3d11: Cleanup some gsdevice11.cpp warnings reported on codacy.
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8d977d43bb
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@ -30,9 +30,6 @@
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GSDevice11::GSDevice11()
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{
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memset(&m_state, 0, sizeof(m_state));
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memset(&m_vs_cb_cache, 0, sizeof(m_vs_cb_cache));
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memset(&m_gs_cb_cache, 0, sizeof(m_gs_cb_cache));
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memset(&m_ps_cb_cache, 0, sizeof(m_ps_cb_cache));
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FXAA_Compiled = false;
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ExShader_Compiled = false;
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@ -42,7 +39,7 @@ GSDevice11::GSDevice11()
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m_mipmap = theApp.GetConfigI("mipmap");
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m_upscale_multiplier = theApp.GetConfigI("upscale_multiplier");
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const BiFiltering nearest_filter = static_cast<BiFiltering>(theApp.GetConfigI("filter"));
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const int aniso_level = theApp.GetConfigI("MaxAnisotropy");
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if ((nearest_filter != BiFiltering::Nearest && !theApp.GetConfigB("paltex") && aniso_level))
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@ -1353,7 +1350,7 @@ void GSDevice11::OMSetBlendState(ID3D11BlendState* bs, float bf)
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m_state.bs = bs;
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m_state.bf = bf;
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float BlendFactor[] = {bf, bf, bf, 0};
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const float BlendFactor[] = {bf, bf, bf, 0};
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m_ctx->OMSetBlendState(bs, BlendFactor, 0xffffffff);
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}
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@ -1429,7 +1426,7 @@ D3D_SHADER_MACRO* GSDevice11::ShaderMacro::GetPtr(void)
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return (D3D_SHADER_MACRO*)mout.data();
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}
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void GSDevice11::CreateShader(std::vector<char> source, const char* fn, ID3DInclude *include, const char* entry, D3D_SHADER_MACRO* macro, ID3D11VertexShader** vs, D3D11_INPUT_ELEMENT_DESC* layout, int count, ID3D11InputLayout** il)
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void GSDevice11::CreateShader(const std::vector<char>& source, const char* fn, ID3DInclude* include, const char* entry, D3D_SHADER_MACRO* macro, ID3D11VertexShader** vs, D3D11_INPUT_ELEMENT_DESC* layout, int count, ID3D11InputLayout** il)
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{
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HRESULT hr;
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@ -1452,7 +1449,7 @@ void GSDevice11::CreateShader(std::vector<char> source, const char* fn, ID3DIncl
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}
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}
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void GSDevice11::CreateShader(std::vector<char> source, const char* fn, ID3DInclude *include, const char* entry, D3D_SHADER_MACRO* macro, ID3D11GeometryShader** gs)
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void GSDevice11::CreateShader(const std::vector<char>& source, const char* fn, ID3DInclude* include, const char* entry, D3D_SHADER_MACRO* macro, ID3D11GeometryShader** gs)
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{
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HRESULT hr;
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@ -1468,7 +1465,7 @@ void GSDevice11::CreateShader(std::vector<char> source, const char* fn, ID3DIncl
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}
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}
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void GSDevice11::CreateShader(std::vector<char> source, const char* fn, ID3DInclude *include, const char* entry, D3D_SHADER_MACRO* macro, ID3D11PixelShader** ps)
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void GSDevice11::CreateShader(const std::vector<char>& source, const char* fn, ID3DInclude* include, const char* entry, D3D_SHADER_MACRO* macro, ID3D11PixelShader** ps)
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{
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HRESULT hr;
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@ -1484,7 +1481,7 @@ void GSDevice11::CreateShader(std::vector<char> source, const char* fn, ID3DIncl
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}
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}
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void GSDevice11::CompileShader(std::vector<char> source, const char* fn, ID3DInclude *include, const char* entry, D3D_SHADER_MACRO* macro, ID3DBlob** shader, std::string shader_model)
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void GSDevice11::CompileShader(const std::vector<char>& source, const char* fn, ID3DInclude* include, const char* entry, D3D_SHADER_MACRO* macro, ID3DBlob** shader, std::string shader_model)
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{
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CComPtr<ID3DBlob> error;
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@ -562,10 +562,10 @@ public:
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operator ID3D11Device*() {return m_dev;}
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operator ID3D11DeviceContext*() {return m_ctx;}
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void CreateShader(std::vector<char> source, const char* fn, ID3DInclude *include, const char* entry, D3D_SHADER_MACRO* macro, ID3D11VertexShader** vs, D3D11_INPUT_ELEMENT_DESC* layout, int count, ID3D11InputLayout** il);
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void CreateShader(std::vector<char> source, const char* fn, ID3DInclude *include, const char* entry, D3D_SHADER_MACRO* macro, ID3D11GeometryShader** gs);
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void CreateShader(std::vector<char> source, const char* fn, ID3DInclude *include, const char* entry, D3D_SHADER_MACRO* macro, ID3D11PixelShader** ps);
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void CreateShader(const std::vector<char>& source, const char* fn, ID3DInclude* include, const char* entry, D3D_SHADER_MACRO* macro, ID3D11VertexShader** vs, D3D11_INPUT_ELEMENT_DESC* layout, int count, ID3D11InputLayout** il);
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void CreateShader(const std::vector<char>& source, const char* fn, ID3DInclude* include, const char* entry, D3D_SHADER_MACRO* macro, ID3D11GeometryShader** gs);
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void CreateShader(const std::vector<char>& source, const char* fn, ID3DInclude* include, const char* entry, D3D_SHADER_MACRO* macro, ID3D11PixelShader** ps);
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void CompileShader(std::vector<char> source, const char* fn, ID3DInclude *include, const char* entry, D3D_SHADER_MACRO* macro, ID3DBlob** shader, std::string shader_model);
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void CompileShader(const std::vector<char>& source, const char* fn, ID3DInclude* include, const char* entry, D3D_SHADER_MACRO* macro, ID3DBlob** shader, std::string shader_model);
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};
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