Fix code style

This commit is contained in:
Wojtek Figat
2020-12-30 22:56:17 +01:00
parent 5e469a0ae3
commit 05790ab9a1
62 changed files with 300 additions and 456 deletions

View File

@@ -23,9 +23,8 @@
#define DX11_FORCE_USE_DX10 0
#define DX11_FORCE_USE_DX10_1 0
static bool TryCreateDevice(IDXGIAdapter* adapter, D3D_FEATURE_LEVEL maxFeatureLevel, D3D_FEATURE_LEVEL* outFeatureLevel)
static bool TryCreateDevice(IDXGIAdapter* adapter, D3D_FEATURE_LEVEL maxFeatureLevel, D3D_FEATURE_LEVEL* featureLevel)
{
// Temporary data
ID3D11Device* device = nullptr;
ID3D11DeviceContext* context = nullptr;
uint32 deviceFlags = D3D11_CREATE_DEVICE_SINGLETHREADED | D3D11_CREATE_DEVICE_BGRA_SUPPORT;
@@ -33,26 +32,22 @@ static bool TryCreateDevice(IDXGIAdapter* adapter, D3D_FEATURE_LEVEL maxFeatureL
deviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
#endif
D3D_FEATURE_LEVEL requestedFeatureLevels[] =
// Pick the first level
D3D_FEATURE_LEVEL featureLevels[] =
{
D3D_FEATURE_LEVEL_11_1,
D3D_FEATURE_LEVEL_11_0,
D3D_FEATURE_LEVEL_10_1,
D3D_FEATURE_LEVEL_10_0
};
int32 firstAllowedFeatureLevel = 0;
int32 numAllowedFeatureLevels = ARRAY_COUNT(requestedFeatureLevels);
while (firstAllowedFeatureLevel < numAllowedFeatureLevels)
int32 levelIndex = 0;
while (levelIndex < ARRAY_COUNT(featureLevels))
{
if (requestedFeatureLevels[firstAllowedFeatureLevel] == maxFeatureLevel)
{
if (featureLevels[levelIndex] == maxFeatureLevel)
break;
}
firstAllowedFeatureLevel++;
levelIndex++;
}
numAllowedFeatureLevels -= firstAllowedFeatureLevel;
if (numAllowedFeatureLevels == 0)
if (levelIndex >= ARRAY_COUNT(featureLevels))
{
return false;
}
@@ -63,18 +58,16 @@ static bool TryCreateDevice(IDXGIAdapter* adapter, D3D_FEATURE_LEVEL maxFeatureL
D3D_DRIVER_TYPE_UNKNOWN,
NULL,
deviceFlags,
&requestedFeatureLevels[firstAllowedFeatureLevel],
numAllowedFeatureLevels,
&featureLevels[levelIndex],
ARRAY_COUNT(featureLevels) - levelIndex,
D3D11_SDK_VERSION,
&device,
outFeatureLevel,
featureLevel,
&context
)))
{
// Release created stuff
device->Release();
context->Release();
return true;
}

View File

@@ -144,10 +144,8 @@ bool GPUTextureDX12::OnInit()
{
resourceDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
initialState = D3D12_RESOURCE_STATE_DEPTH_WRITE;
if (!useSRV)
{
// Only deny shader resources if it's a depth resource that will never be used as SRV
resourceDesc.Flags |= D3D12_RESOURCE_FLAG_DENY_SHADER_RESOURCE;
}
}

View File

@@ -86,7 +86,7 @@ void QueryHeapDX12::EndQueryBatchAndResolveQueryData(GPUContextDX12* context)
{
ASSERT(_currentBatch.Open);
// Discard empty batches
// Skip empty batches
if (_currentBatch.Count == 0)
{
return;