diff options
| author | jsmall-nvidia <jsmall@nvidia.com> | 2019-04-29 17:03:46 -0400 |
|---|---|---|
| committer | Tim Foley <tfoleyNV@users.noreply.github.com> | 2019-04-29 14:03:46 -0700 |
| commit | 4880789e3003441732cca4471091563f36531635 (patch) | |
| tree | 8e0d3ed58a561373b35729d24787afe6b39732e3 /tools/gfx/render-d3d11.cpp | |
| parent | ded340beb4b5197b559626acc39920abb2d39e77 (diff) | |
String/List closer to conventions, and use Index type (#959)
* List made members m_
Tweaked types to closer match conventions.
* Use asserts for checking conditions on List.
Other small improvements.
* List<T>.Count() -> getSize()
* List<T>
Add -> add
First -> getFirst
Last -> getLast
RemoveLast -> removeLast
ReleaseBuffer -> detachBuffer
GetArrayView -> getArrayView
* List<T>::
AddRange -> addRange
Capacity -> getCapacity
Insert -> insert
InsertRange -> insertRange
AddRange -> addRange
RemoveRange -> removeRange
RemoveAt -> removeAt
Remove -> remove
Reverse -> reverse
FastRemove -> fastRemove
FastRemoveAt -> fastRemoveAt
Clear -> clear
* List<T>
FreeBuffer -> _deallocateBuffer
Free -> clearAndDeallocate
SwapWith -> swapWith
* List<T>
SetSize -> setSize
Reserve -> reserve
GrowToSize growToSize
* UnsafeShrinkToSize -> unsafeShrinkToSize
Compress -> compress
FindLast -> findLastIndex
FindLast -> findLastIndex
Simplify Contains
* List<T>
Removed m_allocator (wasn't used)
Swap -> swapElements
Sort -> sort
Contains -> contains
ForEach -> forEach
QuickSort -> quickSort
InsertionSort -> insertionSort
BinarySearch -> binarySearch
Max -> calcMax
Min -> calcMin
* Initializer::Initialize -> initialize
List<T>::
Allocate -> _allocate
Init -> _init
IndexOf -> indexOf
* * Put #include <assert.h> in common.h, and remove unneeded inclusions
* Small refactor of ArrayView - remove stride as not used
* getSize -> getCount
setSize -> setCount
unsafeShrinkToSize->unsafeShrinkToCount
growToSize -> growToCount
m_size -> m_count
* Some tidy up around Allocator.
* Use Index type on List.
* Refactor of IntSet.
First tentative look at using Index.
* Made Index an Int
Did preliminary fixes.
Made String use Index.
* Partial refactor of String.
* String::Buffer -> getBuffer
ToWString -> toWString
* Small improvements to String.
String::
Buffer() -> getBuffer()
Equals() -> equals
* Try to use Index where appropriate.
* Fix warnings on windows x86 builds.
Diffstat (limited to 'tools/gfx/render-d3d11.cpp')
| -rw-r--r-- | tools/gfx/render-d3d11.cpp | 28 |
1 files changed, 14 insertions, 14 deletions
diff --git a/tools/gfx/render-d3d11.cpp b/tools/gfx/render-d3d11.cpp index afb8c3e5f..5911d6e9c 100644 --- a/tools/gfx/render-d3d11.cpp +++ b/tools/gfx/render-d3d11.cpp @@ -475,11 +475,11 @@ SlangResult D3D11Renderer::initialize(const Desc& desc, void* inWindowHandle) // If we have an adapter set on the desc, look it up. We only need to do so for hardware ComPtr<IDXGIAdapter> adapter; - if (desc.adapter.Length() && (deviceCheckFlags & DeviceCheckFlag::UseHardwareDevice)) + if (desc.adapter.getLength() && (deviceCheckFlags & DeviceCheckFlag::UseHardwareDevice)) { List<ComPtr<IDXGIAdapter>> dxgiAdapters; D3DUtil::findAdapters(deviceCheckFlags, desc.adapter.getUnownedSlice(), dxgiAdapters); - if (dxgiAdapters.Count() == 0) + if (dxgiAdapters.getCount() == 0) { continue; } @@ -695,7 +695,7 @@ Result D3D11Renderer::createTextureResource(Resource::Usage initialUsage, const D3D11_SUBRESOURCE_DATA* subResourcesPtr = nullptr; if(initData) { - subRes.SetSize(srcDesc.numMipLevels * effectiveArraySize); + subRes.setCount(srcDesc.numMipLevels * effectiveArraySize); { int subResourceIndex = 0; for (int i = 0; i < effectiveArraySize; i++) @@ -715,7 +715,7 @@ Result D3D11Renderer::createTextureResource(Resource::Usage initialUsage, const } } } - subResourcesPtr = subRes.Buffer(); + subResourcesPtr = subRes.getBuffer(); } const int accessFlags = _calcResourceAccessFlags(srcDesc.cpuAccessFlags); @@ -816,9 +816,9 @@ Result D3D11Renderer::createBufferResource(Resource::Usage initialUsage, const B List<uint8_t> initDataBuffer; if (initData && alignedSizeInBytes > srcDesc.sizeInBytes) { - initDataBuffer.SetSize(alignedSizeInBytes); - ::memcpy(initDataBuffer.Buffer(), initData, srcDesc.sizeInBytes); - initData = initDataBuffer.Buffer(); + initDataBuffer.setCount(alignedSizeInBytes); + ::memcpy(initDataBuffer.getBuffer(), initData, srcDesc.sizeInBytes); + initData = initDataBuffer.getBuffer(); } D3D11_BUFFER_DESC bufferDesc = { 0 }; @@ -1813,7 +1813,7 @@ Result D3D11Renderer::createDescriptorSetLayout(const DescriptorSetLayout::Desc& rangeInfo.arrayIndex = counts[typeIndex]; counts[typeIndex] += rangeDesc.count; } - descriptorSetLayoutImpl->m_ranges.Add(rangeInfo); + descriptorSetLayoutImpl->m_ranges.add(rangeInfo); } for(int ii = 0; ii < int(D3D11DescriptorSlotType::CountOf); ++ii) @@ -1845,7 +1845,7 @@ Result D3D11Renderer::createPipelineLayout(const PipelineLayout::Desc& desc, Pip counts[jj] += setInfo.layout->m_counts[jj]; } - pipelineLayoutImpl->m_descriptorSets.Add(setInfo); + pipelineLayoutImpl->m_descriptorSets.add(setInfo); } pipelineLayoutImpl->m_uavCount = UINT(counts[int(D3D11DescriptorSlotType::UnorderedAccessView)]); @@ -1861,10 +1861,10 @@ Result D3D11Renderer::createDescriptorSet(DescriptorSetLayout* layout, Descripto RefPtr<DescriptorSetImpl> descriptorSetImpl = new DescriptorSetImpl(); descriptorSetImpl->m_layout = layoutImpl; - descriptorSetImpl->m_cbs .SetSize(layoutImpl->m_counts[int(D3D11DescriptorSlotType::ConstantBuffer)]); - descriptorSetImpl->m_srvs .SetSize(layoutImpl->m_counts[int(D3D11DescriptorSlotType::ShaderResourceView)]); - descriptorSetImpl->m_uavs .SetSize(layoutImpl->m_counts[int(D3D11DescriptorSlotType::UnorderedAccessView)]); - descriptorSetImpl->m_samplers.SetSize(layoutImpl->m_counts[int(D3D11DescriptorSlotType::Sampler)]); + descriptorSetImpl->m_cbs .setCount(layoutImpl->m_counts[int(D3D11DescriptorSlotType::ConstantBuffer)]); + descriptorSetImpl->m_srvs .setCount(layoutImpl->m_counts[int(D3D11DescriptorSlotType::ShaderResourceView)]); + descriptorSetImpl->m_uavs .setCount(layoutImpl->m_counts[int(D3D11DescriptorSlotType::UnorderedAccessView)]); + descriptorSetImpl->m_samplers.setCount(layoutImpl->m_counts[int(D3D11DescriptorSlotType::Sampler)]); *outDescriptorSet = descriptorSetImpl.detach(); return SLANG_OK; @@ -2097,7 +2097,7 @@ void D3D11Renderer::_applyBindingState(bool isCompute) else context->OMSetRenderTargetsAndUnorderedAccessViews( m_currentBindings->getDesc().m_numRenderTargets, - m_renderTargetViews.Buffer()->readRef(), + m_renderTargetViews.getBuffer()->readRef(), m_depthStencilView, bindingIndex, 1, |
