From 4880789e3003441732cca4471091563f36531635 Mon Sep 17 00:00:00 2001 From: jsmall-nvidia Date: Mon, 29 Apr 2019 17:03:46 -0400 Subject: 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.Count() -> getSize() * List Add -> add First -> getFirst Last -> getLast RemoveLast -> removeLast ReleaseBuffer -> detachBuffer GetArrayView -> getArrayView * List:: 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 FreeBuffer -> _deallocateBuffer Free -> clearAndDeallocate SwapWith -> swapWith * List SetSize -> setSize Reserve -> reserve GrowToSize growToSize * UnsafeShrinkToSize -> unsafeShrinkToSize Compress -> compress FindLast -> findLastIndex FindLast -> findLastIndex Simplify Contains * List 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:: Allocate -> _allocate Init -> _init IndexOf -> indexOf * * Put #include 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. --- tools/gfx/render-d3d11.cpp | 28 ++++++++++++++-------------- 1 file changed, 14 insertions(+), 14 deletions(-) (limited to 'tools/gfx/render-d3d11.cpp') 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 adapter; - if (desc.adapter.Length() && (deviceCheckFlags & DeviceCheckFlag::UseHardwareDevice)) + if (desc.adapter.getLength() && (deviceCheckFlags & DeviceCheckFlag::UseHardwareDevice)) { List> 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 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 = 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, -- cgit v1.2.3