Reduce compiler warnings

This commit is contained in:
cdozdil
2025-03-21 19:30:24 +03:00
parent 03dfebccb7
commit d32610f88b
6 changed files with 42 additions and 42 deletions
+2 -2
View File
@@ -132,8 +132,8 @@ public:
VkInstance VulkanInstance = nullptr;
// Framegraph
std::deque<float> upscaleTimes;
std::deque<float> frameTimes;
std::deque<double> upscaleTimes;
std::deque<double> frameTimes;
// Swapchain info
float screenWidth = 800.0;
@@ -107,25 +107,25 @@ bool DLSSFeatureDx11::Evaluate(ID3D11DeviceContext* InDeviceContext, NVSDK_NGX_P
ID3D11UnorderedAccessView* restoreUAVs[D3D11_1_UAV_SLOT_COUNT] = {};
// backup compute shader resources
for (size_t i = 0; i < D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; i++)
for (UINT i = 0; i < D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; i++)
{
restoreSRVs[i] = nullptr;
InDeviceContext->CSGetShaderResources(i, 1, &restoreSRVs[i]);
}
for (size_t i = 0; i < D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT; i++)
for (UINT i = 0; i < D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT; i++)
{
restoreSamplerStates[i] = nullptr;
InDeviceContext->CSGetSamplers(i, 1, &restoreSamplerStates[i]);
}
for (size_t i = 0; i < D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; i++)
for (UINT i = 0; i < D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; i++)
{
restoreCBVs[i] = nullptr;
InDeviceContext->CSGetConstantBuffers(i, 1, &restoreCBVs[i]);
}
for (size_t i = 0; i < D3D11_1_UAV_SLOT_COUNT; i++)
for (UINT i = 0; i < D3D11_1_UAV_SLOT_COUNT; i++)
{
restoreUAVs[i] = nullptr;
InDeviceContext->CSGetUnorderedAccessViews(i, 1, &restoreUAVs[i]);
@@ -249,25 +249,25 @@ bool DLSSFeatureDx11::Evaluate(ID3D11DeviceContext* InDeviceContext, NVSDK_NGX_P
InParameters->Set(NVSDK_NGX_Parameter_Output, paramOutput);
// restore compute shader resources
for (size_t i = 0; i < D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; i++)
for (UINT i = 0; i < D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; i++)
{
if (restoreSRVs[i] != nullptr)
InDeviceContext->CSSetShaderResources(i, 1, &restoreSRVs[i]);
}
for (size_t i = 0; i < D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT; i++)
for (UINT i = 0; i < D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT; i++)
{
if (restoreSamplerStates[i] != nullptr)
InDeviceContext->CSSetSamplers(i, 1, &restoreSamplerStates[i]);
}
for (size_t i = 0; i < D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; i++)
for (UINT i = 0; i < D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; i++)
{
if (restoreCBVs[i] != nullptr)
InDeviceContext->CSSetConstantBuffers(i, 1, &restoreCBVs[i]);
}
for (size_t i = 0; i < D3D11_1_UAV_SLOT_COUNT; i++)
for (UINT i = 0; i < D3D11_1_UAV_SLOT_COUNT; i++)
{
if (restoreUAVs[i] != nullptr)
InDeviceContext->CSSetUnorderedAccessViews(i, 1, &restoreUAVs[i], 0);
@@ -108,25 +108,25 @@ bool DLSSDFeatureDx11::Evaluate(ID3D11DeviceContext* InDeviceContext, NVSDK_NGX_
ID3D11UnorderedAccessView* restoreUAVs[D3D11_1_UAV_SLOT_COUNT] = {};
// backup compute shader resources
for (size_t i = 0; i < D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; i++)
for (UINT i = 0; i < D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; i++)
{
restoreSRVs[i] = nullptr;
InDeviceContext->CSGetShaderResources(i, 1, &restoreSRVs[i]);
}
for (size_t i = 0; i < D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT; i++)
for (UINT i = 0; i < D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT; i++)
{
restoreSamplerStates[i] = nullptr;
InDeviceContext->CSGetSamplers(i, 1, &restoreSamplerStates[i]);
}
for (size_t i = 0; i < D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; i++)
for (UINT i = 0; i < D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; i++)
{
restoreCBVs[i] = nullptr;
InDeviceContext->CSGetConstantBuffers(i, 1, &restoreCBVs[i]);
}
for (size_t i = 0; i < D3D11_1_UAV_SLOT_COUNT; i++)
for (UINT i = 0; i < D3D11_1_UAV_SLOT_COUNT; i++)
{
restoreUAVs[i] = nullptr;
InDeviceContext->CSGetUnorderedAccessViews(i, 1, &restoreUAVs[i]);
@@ -251,25 +251,25 @@ bool DLSSDFeatureDx11::Evaluate(ID3D11DeviceContext* InDeviceContext, NVSDK_NGX_
InParameters->Set(NVSDK_NGX_Parameter_Output, paramOutput);
// restore compute shader resources
for (size_t i = 0; i < D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; i++)
for (UINT i = 0; i < D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; i++)
{
if (restoreSRVs[i] != nullptr)
InDeviceContext->CSSetShaderResources(i, 1, &restoreSRVs[i]);
}
for (size_t i = 0; i < D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT; i++)
for (UINT i = 0; i < D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT; i++)
{
if (restoreSamplerStates[i] != nullptr)
InDeviceContext->CSSetSamplers(i, 1, &restoreSamplerStates[i]);
}
for (size_t i = 0; i < D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; i++)
for (UINT i = 0; i < D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; i++)
{
if (restoreCBVs[i] != nullptr)
InDeviceContext->CSSetConstantBuffers(i, 1, &restoreCBVs[i]);
}
for (size_t i = 0; i < D3D11_1_UAV_SLOT_COUNT; i++)
for (UINT i = 0; i < D3D11_1_UAV_SLOT_COUNT; i++)
{
if (restoreUAVs[i] != nullptr)
InDeviceContext->CSSetUnorderedAccessViews(i, 1, &restoreUAVs[i], 0);
@@ -291,25 +291,25 @@ bool FSR2FeatureDx11::Evaluate(ID3D11DeviceContext* InContext, NVSDK_NGX_Paramet
ID3D11UnorderedAccessView* restoreUAVs[D3D11_1_UAV_SLOT_COUNT] = {};
// backup compute shader resources
for (size_t i = 0; i < D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; i++)
for (UINT i = 0; i < D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; i++)
{
restoreSRVs[i] = nullptr;
InContext->CSGetShaderResources(i, 1, &restoreSRVs[i]);
}
for (size_t i = 0; i < D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT; i++)
for (UINT i = 0; i < D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT; i++)
{
restoreSamplerStates[i] = nullptr;
InContext->CSGetSamplers(i, 1, &restoreSamplerStates[i]);
}
for (size_t i = 0; i < D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; i++)
for (UINT i = 0; i < D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; i++)
{
restoreCBVs[i] = nullptr;
InContext->CSGetConstantBuffers(i, 1, &restoreCBVs[i]);
}
for (size_t i = 0; i < D3D11_1_UAV_SLOT_COUNT; i++)
for (UINT i = 0; i < D3D11_1_UAV_SLOT_COUNT; i++)
{
restoreUAVs[i] = nullptr;
InContext->CSGetUnorderedAccessViews(i, 1, &restoreUAVs[i]);
@@ -640,25 +640,25 @@ bool FSR2FeatureDx11::Evaluate(ID3D11DeviceContext* InContext, NVSDK_NGX_Paramet
}
// restore compute shader resources
for (size_t i = 0; i < D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; i++)
for (UINT i = 0; i < D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; i++)
{
if (restoreSRVs[i] != nullptr)
InContext->CSSetShaderResources(i, 1, &restoreSRVs[i]);
}
for (size_t i = 0; i < D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT; i++)
for (UINT i = 0; i < D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT; i++)
{
if (restoreSamplerStates[i] != nullptr)
InContext->CSSetSamplers(i, 1, &restoreSamplerStates[i]);
}
for (size_t i = 0; i < D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; i++)
for (UINT i = 0; i < D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; i++)
{
if (restoreCBVs[i] != nullptr)
InContext->CSSetConstantBuffers(i, 1, &restoreCBVs[i]);
}
for (size_t i = 0; i < D3D11_1_UAV_SLOT_COUNT; i++)
for (UINT i = 0; i < D3D11_1_UAV_SLOT_COUNT; i++)
{
if (restoreUAVs[i] != nullptr)
InContext->CSSetUnorderedAccessViews(i, 1, &restoreUAVs[i], 0);
@@ -147,25 +147,25 @@ bool FSR31FeatureDx11::Evaluate(ID3D11DeviceContext* DeviceContext, NVSDK_NGX_Pa
ID3D11UnorderedAccessView* restoreUAVs[D3D11_1_UAV_SLOT_COUNT] = {};
// backup compute shader resources
for (size_t i = 0; i < D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; i++)
for (UINT i = 0; i < D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; i++)
{
restoreSRVs[i] = nullptr;
DeviceContext->CSGetShaderResources(i, 1, &restoreSRVs[i]);
}
for (size_t i = 0; i < D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT; i++)
for (UINT i = 0; i < D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT; i++)
{
restoreSamplerStates[i] = nullptr;
DeviceContext->CSGetSamplers(i, 1, &restoreSamplerStates[i]);
}
for (size_t i = 0; i < D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; i++)
for (UINT i = 0; i < D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; i++)
{
restoreCBVs[i] = nullptr;
DeviceContext->CSGetConstantBuffers(i, 1, &restoreCBVs[i]);
}
for (size_t i = 0; i < D3D11_1_UAV_SLOT_COUNT; i++)
for (UINT i = 0; i < D3D11_1_UAV_SLOT_COUNT; i++)
{
restoreUAVs[i] = nullptr;
DeviceContext->CSGetUnorderedAccessViews(i, 1, &restoreUAVs[i]);
@@ -532,25 +532,25 @@ bool FSR31FeatureDx11::Evaluate(ID3D11DeviceContext* DeviceContext, NVSDK_NGX_Pa
}
// restore compute shader resources
for (size_t i = 0; i < D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; i++)
for (UINT i = 0; i < D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; i++)
{
if (restoreSRVs[i] != nullptr)
DeviceContext->CSSetShaderResources(i, 1, &restoreSRVs[i]);
}
for (size_t i = 0; i < D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT; i++)
for (UINT i = 0; i < D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT; i++)
{
if (restoreSamplerStates[i] != nullptr)
DeviceContext->CSSetSamplers(i, 1, &restoreSamplerStates[i]);
}
for (size_t i = 0; i < D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; i++)
for (UINT i = 0; i < D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; i++)
{
if (restoreCBVs[i] != nullptr)
DeviceContext->CSSetConstantBuffers(i, 1, &restoreCBVs[i]);
}
for (size_t i = 0; i < D3D11_1_UAV_SLOT_COUNT; i++)
for (UINT i = 0; i < D3D11_1_UAV_SLOT_COUNT; i++)
{
if (restoreUAVs[i] != nullptr)
DeviceContext->CSSetUnorderedAccessViews(i, 1, &restoreUAVs[i], 0);
@@ -274,25 +274,25 @@ bool XeSSFeature_Dx11::Evaluate(ID3D11DeviceContext* DeviceContext, NVSDK_NGX_Pa
ID3D11UnorderedAccessView* restoreUAVs[D3D11_1_UAV_SLOT_COUNT] = {};
// backup compute shader resources
for (size_t i = 0; i < D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; i++)
for (UINT i = 0; i < D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; i++)
{
restoreSRVs[i] = nullptr;
DeviceContext->CSGetShaderResources(i, 1, &restoreSRVs[i]);
}
for (size_t i = 0; i < D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT; i++)
for (UINT i = 0; i < D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT; i++)
{
restoreSamplerStates[i] = nullptr;
DeviceContext->CSGetSamplers(i, 1, &restoreSamplerStates[i]);
}
for (size_t i = 0; i < D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; i++)
for (UINT i = 0; i < D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; i++)
{
restoreCBVs[i] = nullptr;
DeviceContext->CSGetConstantBuffers(i, 1, &restoreCBVs[i]);
}
for (size_t i = 0; i < D3D11_1_UAV_SLOT_COUNT; i++)
for (UINT i = 0; i < D3D11_1_UAV_SLOT_COUNT; i++)
{
restoreUAVs[i] = nullptr;
DeviceContext->CSGetUnorderedAccessViews(i, 1, &restoreUAVs[i]);
@@ -580,25 +580,25 @@ bool XeSSFeature_Dx11::Evaluate(ID3D11DeviceContext* DeviceContext, NVSDK_NGX_Pa
}
// restore compute shader resources
for (size_t i = 0; i < D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; i++)
for (UINT i = 0; i < D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; i++)
{
if (restoreSRVs[i] != nullptr)
DeviceContext->CSSetShaderResources(i, 1, &restoreSRVs[i]);
}
for (size_t i = 0; i < D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT; i++)
for (UINT i = 0; i < D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT; i++)
{
if (restoreSamplerStates[i] != nullptr)
DeviceContext->CSSetSamplers(i, 1, &restoreSamplerStates[i]);
}
for (size_t i = 0; i < D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; i++)
for (UINT i = 0; i < D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; i++)
{
if (restoreCBVs[i] != nullptr)
DeviceContext->CSSetConstantBuffers(i, 1, &restoreCBVs[i]);
}
for (size_t i = 0; i < D3D11_1_UAV_SLOT_COUNT; i++)
for (UINT i = 0; i < D3D11_1_UAV_SLOT_COUNT; i++)
{
if (restoreUAVs[i] != nullptr)
DeviceContext->CSSetUnorderedAccessViews(i, 1, &restoreUAVs[i], 0);