gsdx-d3d11: Cleanup some gsdevice11.cpp warnings reported on codacy.

This commit is contained in:
lightningterror 2021-03-12 21:27:57 +01:00
parent 8d977d43bb
commit b68e8f059b
2 changed files with 10 additions and 13 deletions

View File

@ -30,9 +30,6 @@
GSDevice11::GSDevice11()
{
memset(&m_state, 0, sizeof(m_state));
memset(&m_vs_cb_cache, 0, sizeof(m_vs_cb_cache));
memset(&m_gs_cb_cache, 0, sizeof(m_gs_cb_cache));
memset(&m_ps_cb_cache, 0, sizeof(m_ps_cb_cache));
FXAA_Compiled = false;
ExShader_Compiled = false;
@ -1353,7 +1350,7 @@ void GSDevice11::OMSetBlendState(ID3D11BlendState* bs, float bf)
m_state.bs = bs;
m_state.bf = bf;
float BlendFactor[] = {bf, bf, bf, 0};
const float BlendFactor[] = {bf, bf, bf, 0};
m_ctx->OMSetBlendState(bs, BlendFactor, 0xffffffff);
}
@ -1429,7 +1426,7 @@ D3D_SHADER_MACRO* GSDevice11::ShaderMacro::GetPtr(void)
return (D3D_SHADER_MACRO*)mout.data();
}
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)
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)
{
HRESULT hr;
@ -1452,7 +1449,7 @@ void GSDevice11::CreateShader(std::vector<char> source, const char* fn, ID3DIncl
}
}
void GSDevice11::CreateShader(std::vector<char> source, const char* fn, ID3DInclude *include, const char* entry, D3D_SHADER_MACRO* macro, ID3D11GeometryShader** gs)
void GSDevice11::CreateShader(const std::vector<char>& source, const char* fn, ID3DInclude* include, const char* entry, D3D_SHADER_MACRO* macro, ID3D11GeometryShader** gs)
{
HRESULT hr;
@ -1468,7 +1465,7 @@ void GSDevice11::CreateShader(std::vector<char> source, const char* fn, ID3DIncl
}
}
void GSDevice11::CreateShader(std::vector<char> source, const char* fn, ID3DInclude *include, const char* entry, D3D_SHADER_MACRO* macro, ID3D11PixelShader** ps)
void GSDevice11::CreateShader(const std::vector<char>& source, const char* fn, ID3DInclude* include, const char* entry, D3D_SHADER_MACRO* macro, ID3D11PixelShader** ps)
{
HRESULT hr;
@ -1484,7 +1481,7 @@ void GSDevice11::CreateShader(std::vector<char> source, const char* fn, ID3DIncl
}
}
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)
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)
{
CComPtr<ID3DBlob> error;

View File

@ -562,10 +562,10 @@ public:
operator ID3D11Device*() {return m_dev;}
operator ID3D11DeviceContext*() {return m_ctx;}
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);
void CreateShader(std::vector<char> source, const char* fn, ID3DInclude *include, const char* entry, D3D_SHADER_MACRO* macro, ID3D11GeometryShader** gs);
void CreateShader(std::vector<char> source, const char* fn, ID3DInclude *include, const char* entry, D3D_SHADER_MACRO* macro, ID3D11PixelShader** ps);
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);
void CreateShader(const std::vector<char>& source, const char* fn, ID3DInclude* include, const char* entry, D3D_SHADER_MACRO* macro, ID3D11GeometryShader** gs);
void CreateShader(const std::vector<char>& source, const char* fn, ID3DInclude* include, const char* entry, D3D_SHADER_MACRO* macro, ID3D11PixelShader** ps);
void CompileShader(std::vector<char> source, const char* fn, ID3DInclude *include, const char* entry, D3D_SHADER_MACRO* macro, ID3DBlob** shader, std::string shader_model);
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);
};