[Misc] Fix Some Warnings on Clang Build with Windows + Adding constexpr
This commit is contained in:
committed by
Radosław Gliński
parent
5f918ef28d
commit
7479ccc292
@@ -3029,7 +3029,7 @@ ID3D12PipelineState* PipelineCache::CreateD3D12Pipeline(
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break;
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}
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state_desc.RasterizerState.FrontCounterClockwise =
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description.front_counter_clockwise ? TRUE : FALSE;
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description.front_counter_clockwise ? true : false;
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state_desc.RasterizerState.DepthBias = description.depth_bias;
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state_desc.RasterizerState.DepthBiasClamp = 0.0f;
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// With non-square resolution scaling, make sure the worst-case impact is
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@@ -3041,7 +3041,7 @@ ID3D12PipelineState* PipelineCache::CreateD3D12Pipeline(
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float(std::max(render_target_cache_.draw_resolution_scale_x(),
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render_target_cache_.draw_resolution_scale_y()));
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state_desc.RasterizerState.DepthClipEnable =
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description.depth_clip ? TRUE : FALSE;
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description.depth_clip ? true : false;
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uint32_t msaa_sample_count = uint32_t(1)
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<< uint32_t(description.host_msaa_samples);
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if (edram_rov_used) {
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@@ -3082,7 +3082,7 @@ ID3D12PipelineState* PipelineCache::CreateD3D12Pipeline(
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// Depth/stencil.
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if (description.depth_func != xenos::CompareFunction::kAlways ||
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description.depth_write) {
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state_desc.DepthStencilState.DepthEnable = TRUE;
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state_desc.DepthStencilState.DepthEnable = true;
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state_desc.DepthStencilState.DepthWriteMask =
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description.depth_write ? D3D12_DEPTH_WRITE_MASK_ALL
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: D3D12_DEPTH_WRITE_MASK_ZERO;
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@@ -3093,7 +3093,7 @@ ID3D12PipelineState* PipelineCache::CreateD3D12Pipeline(
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uint32_t(description.depth_func));
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}
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if (description.stencil_enable) {
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state_desc.DepthStencilState.StencilEnable = TRUE;
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state_desc.DepthStencilState.StencilEnable = true;
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state_desc.DepthStencilState.StencilReadMask =
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description.stencil_read_mask;
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state_desc.DepthStencilState.StencilWriteMask =
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@@ -3131,7 +3131,7 @@ ID3D12PipelineState* PipelineCache::CreateD3D12Pipeline(
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}
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// Render targets and blending.
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state_desc.BlendState.IndependentBlendEnable = TRUE;
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state_desc.BlendState.IndependentBlendEnable = true;
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static constexpr D3D12_BLEND kBlendFactorMap[] = {
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D3D12_BLEND_ZERO, D3D12_BLEND_ONE,
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D3D12_BLEND_SRC_COLOR, D3D12_BLEND_INV_SRC_COLOR,
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@@ -3169,7 +3169,7 @@ ID3D12PipelineState* PipelineCache::CreateD3D12Pipeline(
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rt.src_blend_alpha != PipelineBlendFactor::kOne ||
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rt.dest_blend_alpha != PipelineBlendFactor::kZero ||
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rt.blend_op_alpha != xenos::BlendOp::kAdd) {
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blend_desc.BlendEnable = TRUE;
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blend_desc.BlendEnable = true;
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blend_desc.SrcBlend = kBlendFactorMap[uint32_t(rt.src_blend)];
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blend_desc.DestBlend = kBlendFactorMap[uint32_t(rt.dest_blend)];
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blend_desc.BlendOp = kBlendOpMap[uint32_t(rt.blend_op)];
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@@ -3196,8 +3196,8 @@ ID3D12PipelineState* PipelineCache::CreateD3D12Pipeline(
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if (description.cull_mode == PipelineCullMode::kDisableRasterization) {
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state_desc.PS.pShaderBytecode = nullptr;
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state_desc.PS.BytecodeLength = 0;
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state_desc.DepthStencilState.DepthEnable = FALSE;
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state_desc.DepthStencilState.StencilEnable = FALSE;
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state_desc.DepthStencilState.DepthEnable = false;
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state_desc.DepthStencilState.StencilEnable = false;
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}
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// Create the D3D12 pipeline state object.
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