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Diffstat (limited to 'tools/gfx/render-d3d11.cpp')
-rw-r--r--tools/gfx/render-d3d11.cpp50
1 files changed, 25 insertions, 25 deletions
diff --git a/tools/gfx/render-d3d11.cpp b/tools/gfx/render-d3d11.cpp
index 7bf712216..6ce482c6f 100644
--- a/tools/gfx/render-d3d11.cpp
+++ b/tools/gfx/render-d3d11.cpp
@@ -1036,11 +1036,11 @@ Result D3D11Renderer::createBufferView(BufferResource* buffer, ResourceView::Des
uavDesc.ViewDimension = D3D11_UAV_DIMENSION_BUFFER;
uavDesc.Format = D3DUtil::getMapFormat(desc.format);
uavDesc.Buffer.FirstElement = 0;
- uavDesc.Buffer.NumElements = resourceDesc.sizeInBytes;
+ uavDesc.Buffer.NumElements = UINT(resourceDesc.sizeInBytes);
if(resourceDesc.elementSize)
{
- uavDesc.Buffer.NumElements = resourceDesc.sizeInBytes / resourceDesc.elementSize;
+ uavDesc.Buffer.NumElements = UINT(resourceDesc.sizeInBytes / resourceDesc.elementSize);
}
else if(desc.format == Format::Unknown)
{
@@ -1067,12 +1067,12 @@ Result D3D11Renderer::createBufferView(BufferResource* buffer, ResourceView::Des
srvDesc.Buffer.ElementOffset = 0;
srvDesc.Buffer.ElementWidth = 1;
srvDesc.Buffer.FirstElement = 0;
- srvDesc.Buffer.NumElements = resourceDesc.sizeInBytes;
+ srvDesc.Buffer.NumElements = UINT(resourceDesc.sizeInBytes);
if(resourceDesc.elementSize)
{
srvDesc.Buffer.ElementWidth = resourceDesc.elementSize;
- srvDesc.Buffer.NumElements = resourceDesc.sizeInBytes / resourceDesc.elementSize;
+ srvDesc.Buffer.NumElements = UINT(resourceDesc.sizeInBytes / resourceDesc.elementSize);
}
ComPtr<ID3D11ShaderResourceView> srv;
@@ -1242,7 +1242,7 @@ void D3D11Renderer::setVertexBuffers(UInt startSlot, UInt slotCount, BufferResou
void D3D11Renderer::setIndexBuffer(BufferResource* buffer, Format indexFormat, UInt offset)
{
DXGI_FORMAT dxFormat = D3DUtil::getMapFormat(indexFormat);
- m_immediateContext->IASetIndexBuffer(((BufferResourceImpl*)buffer)->m_buffer, dxFormat, offset);
+ m_immediateContext->IASetIndexBuffer(((BufferResourceImpl*)buffer)->m_buffer, dxFormat, UINT(offset));
}
void D3D11Renderer::setDepthStencilTarget(ResourceView* depthStencilView)
@@ -1270,7 +1270,7 @@ void D3D11Renderer::setViewports(UInt count, Viewport const* viewports)
dxViewport.MaxDepth = inViewport.maxZ;
}
- m_immediateContext->RSSetViewports(count, dxViewports);
+ m_immediateContext->RSSetViewports(UINT(count), dxViewports);
}
void D3D11Renderer::setScissorRects(UInt count, ScissorRect const* rects)
@@ -1284,13 +1284,13 @@ void D3D11Renderer::setScissorRects(UInt count, ScissorRect const* rects)
auto& inRect = rects[ii];
auto& dxRect = dxRects[ii];
- dxRect.left = inRect.minX;
- dxRect.top = inRect.minY;
- dxRect.right = inRect.maxX;
- dxRect.bottom = inRect.maxY;
+ dxRect.left = LONG(inRect.minX);
+ dxRect.top = LONG(inRect.minY);
+ dxRect.right = LONG(inRect.maxX);
+ dxRect.bottom = LONG(inRect.maxY);
}
- m_immediateContext->RSSetScissorRects(count, dxRects);
+ m_immediateContext->RSSetScissorRects(UINT(count), dxRects);
}
@@ -1370,7 +1370,7 @@ void D3D11Renderer::draw(UInt vertexCount, UInt startVertex)
void D3D11Renderer::drawIndexed(UInt indexCount, UInt startIndex, UInt baseVertex)
{
_flushGraphicsState();
- m_immediateContext->DrawIndexed((UINT)indexCount, (UINT)startIndex, (UInt)baseVertex);
+ m_immediateContext->DrawIndexed((UINT)indexCount, (UINT)startIndex, (INT)baseVertex);
}
Result D3D11Renderer::createProgram(const ShaderProgram::Desc& desc, ShaderProgram** outProgram)
@@ -1653,7 +1653,7 @@ Result D3D11Renderer::createGraphicsPipelineState(const GraphicsPipelineStateDes
state->m_blendState = blendState;
state->m_pipelineLayout = (PipelineLayoutImpl*) desc.pipelineLayout;
state->m_inputLayout = (InputLayoutImpl*) desc.inputLayout;
- state->m_rtvCount = desc.renderTargetCount;
+ state->m_rtvCount = UINT(desc.renderTargetCount);
state->m_blendColor[0] = 0;
state->m_blendColor[1] = 0;
state->m_blendColor[2] = 0;
@@ -1782,7 +1782,7 @@ Result D3D11Renderer::createPipelineLayout(const PipelineLayout::Desc& desc, Pip
pipelineLayoutImpl->m_descriptorSets.Add(setInfo);
}
- pipelineLayoutImpl->m_uavCount = counts[int(D3D11DescriptorSlotType::UnorderedAccessView)];
+ pipelineLayoutImpl->m_uavCount = UINT(counts[int(D3D11DescriptorSlotType::UnorderedAccessView)]);
*outLayout = pipelineLayoutImpl.detach();
return SLANG_OK;
@@ -2226,11 +2226,11 @@ void D3D11Renderer::setDescriptorSet(PipelineType pipelineType, PipelineLayout*
// for each stage.
{
- int slotType = int(D3D11DescriptorSlotType::ConstantBuffer);
- UInt slotCount = setInfo.layout->m_counts[slotType];
+ const int slotType = int(D3D11DescriptorSlotType::ConstantBuffer);
+ const UINT slotCount = UINT(setInfo.layout->m_counts[slotType]);
if(slotCount)
{
- UInt startSlot = setInfo.baseIndices[slotType];
+ const UINT startSlot = UINT(setInfo.baseIndices[slotType]);
auto cbs = descriptorSetImpl->m_cbs[0].readRef();
@@ -2243,11 +2243,11 @@ void D3D11Renderer::setDescriptorSet(PipelineType pipelineType, PipelineLayout*
}
{
- int slotType = int(D3D11DescriptorSlotType::ShaderResourceView);
- UInt slotCount = setInfo.layout->m_counts[slotType];
+ const int slotType = int(D3D11DescriptorSlotType::ShaderResourceView);
+ const UINT slotCount = UINT(setInfo.layout->m_counts[slotType]);
if(slotCount)
{
- UInt startSlot = setInfo.baseIndices[slotType];
+ const UINT startSlot = UINT(setInfo.baseIndices[slotType]);
auto srvs = descriptorSetImpl->m_srvs[0].readRef();
@@ -2260,11 +2260,11 @@ void D3D11Renderer::setDescriptorSet(PipelineType pipelineType, PipelineLayout*
}
{
- int slotType = int(D3D11DescriptorSlotType::Sampler);
- UInt slotCount = setInfo.layout->m_counts[slotType];
+ const int slotType = int(D3D11DescriptorSlotType::Sampler);
+ const UINT slotCount = UINT(setInfo.layout->m_counts[slotType]);
if(slotCount)
{
- UInt startSlot = setInfo.baseIndices[slotType];
+ const UINT startSlot = UINT(setInfo.baseIndices[slotType]);
auto samplers = descriptorSetImpl->m_samplers[0].readRef();
@@ -2283,8 +2283,8 @@ void D3D11Renderer::setDescriptorSet(PipelineType pipelineType, PipelineLayout*
// the UAV bindings with `m_uavBindings` and then flush them
// as needed right before a draw/dispatch.
//
- int slotType = int(D3D11DescriptorSlotType::UnorderedAccessView);
- UInt slotCount = setInfo.layout->m_counts[slotType];
+ const int slotType = int(D3D11DescriptorSlotType::UnorderedAccessView);
+ const UInt slotCount = setInfo.layout->m_counts[slotType];
if(slotCount)
{
UInt startSlot = setInfo.baseIndices[slotType];