[D3D12] Remove unnecessary binding count uint32_t casts
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@ -1140,10 +1140,10 @@ bool PipelineCache::TranslateAnalyzedShader(
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if (shader.EnterBindingLayoutUserUIDSetup()) {
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if (shader.EnterBindingLayoutUserUIDSetup()) {
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const std::vector<D3D12Shader::TextureBinding>& texture_bindings =
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const std::vector<D3D12Shader::TextureBinding>& texture_bindings =
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shader.GetTextureBindingsAfterTranslation();
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shader.GetTextureBindingsAfterTranslation();
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uint32_t texture_binding_count = uint32_t(texture_bindings.size());
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size_t texture_binding_count = texture_bindings.size();
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const std::vector<D3D12Shader::SamplerBinding>& sampler_bindings =
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const std::vector<D3D12Shader::SamplerBinding>& sampler_bindings =
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shader.GetSamplerBindingsAfterTranslation();
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shader.GetSamplerBindingsAfterTranslation();
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uint32_t sampler_binding_count = uint32_t(sampler_bindings.size());
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size_t sampler_binding_count = sampler_bindings.size();
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assert_false(bindless_resources_used_ &&
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assert_false(bindless_resources_used_ &&
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texture_binding_count + sampler_binding_count >
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texture_binding_count + sampler_binding_count >
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D3D12_REQ_CONSTANT_BUFFER_ELEMENT_COUNT * 4);
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D3D12_REQ_CONSTANT_BUFFER_ELEMENT_COUNT * 4);
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@ -1154,13 +1154,13 @@ bool PipelineCache::TranslateAnalyzedShader(
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texture_binding_layout_hash =
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texture_binding_layout_hash =
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XXH3_64bits(texture_bindings.data(), texture_binding_layout_bytes);
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XXH3_64bits(texture_bindings.data(), texture_binding_layout_bytes);
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}
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}
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uint32_t bindless_sampler_count =
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size_t bindless_sampler_count =
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bindless_resources_used_ ? sampler_binding_count : 0;
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bindless_resources_used_ ? sampler_binding_count : 0;
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uint64_t bindless_sampler_layout_hash = 0;
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uint64_t bindless_sampler_layout_hash = 0;
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if (bindless_sampler_count) {
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if (bindless_sampler_count) {
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XXH3_state_t hash_state;
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XXH3_state_t hash_state;
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XXH3_64bits_reset(&hash_state);
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XXH3_64bits_reset(&hash_state);
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for (uint32_t i = 0; i < bindless_sampler_count; ++i) {
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for (size_t i = 0; i < bindless_sampler_count; ++i) {
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XXH3_64bits_update(
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XXH3_64bits_update(
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&hash_state, &sampler_bindings[i].bindless_descriptor_index,
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&hash_state, &sampler_bindings[i].bindless_descriptor_index,
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sizeof(sampler_bindings[i].bindless_descriptor_index));
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sizeof(sampler_bindings[i].bindless_descriptor_index));
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@ -1178,9 +1178,8 @@ bool PipelineCache::TranslateAnalyzedShader(
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kLayoutUIDEmpty == 0,
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kLayoutUIDEmpty == 0,
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"Empty layout UID is assumed to be 0 because for bindful samplers, the "
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"Empty layout UID is assumed to be 0 because for bindful samplers, the "
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"UID is their count");
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"UID is their count");
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size_t sampler_binding_layout_uid = bindless_resources_used_
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size_t sampler_binding_layout_uid =
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? kLayoutUIDEmpty
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bindless_resources_used_ ? kLayoutUIDEmpty : sampler_binding_count;
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: size_t(sampler_binding_count);
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if (texture_binding_count || bindless_sampler_count) {
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if (texture_binding_count || bindless_sampler_count) {
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std::lock_guard<std::mutex> layouts_lock(layouts_mutex_);
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std::lock_guard<std::mutex> layouts_lock(layouts_mutex_);
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if (texture_binding_count) {
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if (texture_binding_count) {
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@ -1225,7 +1224,7 @@ bool PipelineCache::TranslateAnalyzedShader(
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sampler_binding_layout_uid = it->second.uid;
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sampler_binding_layout_uid = it->second.uid;
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const uint32_t* vector_bindless_sampler_layout =
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const uint32_t* vector_bindless_sampler_layout =
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bindless_sampler_layouts_.data() + it->second.vector_span_offset;
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bindless_sampler_layouts_.data() + it->second.vector_span_offset;
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for (uint32_t i = 0; i < bindless_sampler_count; ++i) {
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for (size_t i = 0; i < bindless_sampler_count; ++i) {
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if (vector_bindless_sampler_layout[i] !=
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if (vector_bindless_sampler_layout[i] !=
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sampler_bindings[i].bindless_descriptor_index) {
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sampler_bindings[i].bindless_descriptor_index) {
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sampler_binding_layout_uid = kLayoutUIDEmpty;
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sampler_binding_layout_uid = kLayoutUIDEmpty;
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@ -1250,7 +1249,7 @@ bool PipelineCache::TranslateAnalyzedShader(
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sampler_binding_count);
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sampler_binding_count);
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uint32_t* vector_bindless_sampler_layout =
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uint32_t* vector_bindless_sampler_layout =
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bindless_sampler_layouts_.data() + new_uid.vector_span_offset;
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bindless_sampler_layouts_.data() + new_uid.vector_span_offset;
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for (uint32_t i = 0; i < bindless_sampler_count; ++i) {
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for (size_t i = 0; i < bindless_sampler_count; ++i) {
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vector_bindless_sampler_layout[i] =
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vector_bindless_sampler_layout[i] =
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sampler_bindings[i].bindless_descriptor_index;
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sampler_bindings[i].bindless_descriptor_index;
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}
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}
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