[D3D12] Fix bitfield lint errors

This commit is contained in:
Triang3l 2020-07-11 16:31:16 +03:00
parent 4bb0ca0e09
commit f8320d53d7
2 changed files with 7 additions and 7 deletions

View File

@ -135,11 +135,11 @@ class PrimitiveConverter {
union ConvertedIndicesKey {
uint64_t value;
struct {
uint32_t address; // 32
uint32_t address; // 32
xenos::PrimitiveType source_type : 6; // 38
xenos::IndexFormat format : 1; // 39
uint32_t count : 16; // 55
uint32_t reset : 1; // 56
uint32_t count : 16; // 55
uint32_t reset : 1; // 56
};
// Clearing the unused bits.

View File

@ -142,11 +142,11 @@ class TextureCache {
xenos::ClampMode clamp_z : 3; // 9
xenos::BorderColor border_color : 2; // 11
// For anisotropic, these are true.
uint32_t mag_linear : 1; // 12
uint32_t min_linear : 1; // 13
uint32_t mip_linear : 1; // 14
uint32_t mag_linear : 1; // 12
uint32_t min_linear : 1; // 13
uint32_t mip_linear : 1; // 14
xenos::AnisoFilter aniso_filter : 3; // 17
uint32_t mip_min_level : 4; // 21
uint32_t mip_min_level : 4; // 21
// Maximum mip level is in the texture resource itself.
};
uint32_t value;