[D3D12] Code style fixes
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400e6b7137
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@ -399,12 +399,12 @@ PrimitiveConverter::ConversionResult PrimitiveConverter::ConvertPrimitives(
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}
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} else if (source_type == PrimitiveType::kTriangleStrip ||
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source_type == PrimitiveType::kLineStrip) {
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#if XE_ARCH_AMD64
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// Replace the reset index with the maximum representable value - vector OR
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// gives 0 or 0xFFFF/0xFFFFFFFF, which is exactly what is needed.
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// Allocations in the target index buffer are aligned with 16-byte
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// granularity, and within 16-byte vectors, both the source and the target
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// start at the same offset.
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#if XE_ARCH_AMD64
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union {
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const __m128i* source_aligned_128;
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uintptr_t source_aligned_uintptr;
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@ -7476,9 +7476,10 @@ void DxbcShaderTranslator::WriteResourceDefinitions() {
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shader_object_.push_back(0);
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shader_object_.push_back(type_name_offsets[i]);
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}
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#if 0
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// Structure members. Structures are not used currently, but were used in the
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// past, so the code is kept here.
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#if 0
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for (uint32_t i = 0; i < uint32_t(RdefTypeIndex::kCount); ++i) {
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const RdefType& type = rdef_types_[i];
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const RdefStructMember* struct_members = type.struct_members;
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@ -15,11 +15,11 @@ namespace xe {
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namespace ui {
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namespace d3d12 {
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std::unique_ptr<CommandList>
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CommandList::Create(ID3D12Device* device, ID3D12CommandQueue* queue,
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std::unique_ptr<CommandList> CommandList::Create(ID3D12Device* device,
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ID3D12CommandQueue* queue,
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D3D12_COMMAND_LIST_TYPE type) {
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std::unique_ptr<CommandList> command_list(new CommandList(device, queue,
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type));
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std::unique_ptr<CommandList> command_list(
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new CommandList(device, queue, type));
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if (!command_list->Initialize()) {
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return nullptr;
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}
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@ -68,9 +68,7 @@ ID3D12GraphicsCommandList* CommandList::BeginRecording() {
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return command_list_;
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}
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void CommandList::AbortRecording() {
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command_list_->Close();
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}
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void CommandList::AbortRecording() { command_list_->Close(); }
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void CommandList::Execute() {
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command_list_->Close();
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@ -81,4 +79,3 @@ void CommandList::Execute() {
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} // namespace d3d12
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} // namespace ui
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} // namespace xe
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@ -15,8 +15,8 @@ namespace xe {
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namespace ui {
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namespace d3d12 {
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std::unique_ptr<CPUFence>
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CPUFence::Create(ID3D12Device* device, ID3D12CommandQueue* queue) {
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std::unique_ptr<CPUFence> CPUFence::Create(ID3D12Device* device,
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ID3D12CommandQueue* queue) {
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std::unique_ptr<CPUFence> fence(new CPUFence(device, queue));
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if (!fence->Initialize()) {
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return nullptr;
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@ -75,8 +75,8 @@ bool D3D12Context::Initialize() {
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IDXGISwapChain1* swap_chain_1;
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if (FAILED(dxgi_factory->CreateSwapChainForHwnd(
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provider->GetDirectQueue(),
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static_cast<HWND>(target_window_->native_handle()), &swap_chain_desc,
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nullptr, nullptr, &swap_chain_1))) {
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static_cast<HWND>(target_window_->native_handle()),
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&swap_chain_desc, nullptr, nullptr, &swap_chain_1))) {
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XELOGE("Failed to create a DXGI swap chain");
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Shutdown();
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return false;
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