[D3D12] Code style fixes

This commit is contained in:
Triang3l 2018-10-07 17:30:12 +03:00
parent 400e6b7137
commit 3de2b5e692
5 changed files with 15 additions and 17 deletions

View File

@ -399,12 +399,12 @@ PrimitiveConverter::ConversionResult PrimitiveConverter::ConvertPrimitives(
}
} else if (source_type == PrimitiveType::kTriangleStrip ||
source_type == PrimitiveType::kLineStrip) {
#if XE_ARCH_AMD64
// Replace the reset index with the maximum representable value - vector OR
// gives 0 or 0xFFFF/0xFFFFFFFF, which is exactly what is needed.
// Allocations in the target index buffer are aligned with 16-byte
// granularity, and within 16-byte vectors, both the source and the target
// start at the same offset.
#if XE_ARCH_AMD64
union {
const __m128i* source_aligned_128;
uintptr_t source_aligned_uintptr;

View File

@ -7476,9 +7476,10 @@ void DxbcShaderTranslator::WriteResourceDefinitions() {
shader_object_.push_back(0);
shader_object_.push_back(type_name_offsets[i]);
}
#if 0
// Structure members. Structures are not used currently, but were used in the
// past, so the code is kept here.
#if 0
for (uint32_t i = 0; i < uint32_t(RdefTypeIndex::kCount); ++i) {
const RdefType& type = rdef_types_[i];
const RdefStructMember* struct_members = type.struct_members;

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@ -15,11 +15,11 @@ namespace xe {
namespace ui {
namespace d3d12 {
std::unique_ptr<CommandList>
CommandList::Create(ID3D12Device* device, ID3D12CommandQueue* queue,
std::unique_ptr<CommandList> CommandList::Create(ID3D12Device* device,
ID3D12CommandQueue* queue,
D3D12_COMMAND_LIST_TYPE type) {
std::unique_ptr<CommandList> command_list(new CommandList(device, queue,
type));
std::unique_ptr<CommandList> command_list(
new CommandList(device, queue, type));
if (!command_list->Initialize()) {
return nullptr;
}
@ -68,9 +68,7 @@ ID3D12GraphicsCommandList* CommandList::BeginRecording() {
return command_list_;
}
void CommandList::AbortRecording() {
command_list_->Close();
}
void CommandList::AbortRecording() { command_list_->Close(); }
void CommandList::Execute() {
command_list_->Close();
@ -81,4 +79,3 @@ void CommandList::Execute() {
} // namespace d3d12
} // namespace ui
} // namespace xe

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@ -15,8 +15,8 @@ namespace xe {
namespace ui {
namespace d3d12 {
std::unique_ptr<CPUFence>
CPUFence::Create(ID3D12Device* device, ID3D12CommandQueue* queue) {
std::unique_ptr<CPUFence> CPUFence::Create(ID3D12Device* device,
ID3D12CommandQueue* queue) {
std::unique_ptr<CPUFence> fence(new CPUFence(device, queue));
if (!fence->Initialize()) {
return nullptr;

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@ -75,8 +75,8 @@ bool D3D12Context::Initialize() {
IDXGISwapChain1* swap_chain_1;
if (FAILED(dxgi_factory->CreateSwapChainForHwnd(
provider->GetDirectQueue(),
static_cast<HWND>(target_window_->native_handle()), &swap_chain_desc,
nullptr, nullptr, &swap_chain_1))) {
static_cast<HWND>(target_window_->native_handle()),
&swap_chain_desc, nullptr, nullptr, &swap_chain_1))) {
XELOGE("Failed to create a DXGI swap chain");
Shutdown();
return false;