From d32610f88bc215b8bba4c48ee4e6f31c412da2e8 Mon Sep 17 00:00:00 2001 From: cdozdil Date: Fri, 21 Mar 2025 19:30:24 +0300 Subject: [PATCH] Reduce compiler warnings --- OptiScaler/State.h | 4 ++-- OptiScaler/upscalers/dlss/DLSSFeature_Dx11.cpp | 16 ++++++++-------- OptiScaler/upscalers/dlssd/DLSSDFeature_Dx11.cpp | 16 ++++++++-------- OptiScaler/upscalers/fsr2/FSR2Feature_Dx11.cpp | 16 ++++++++-------- OptiScaler/upscalers/fsr31/FSR31Feature_Dx11.cpp | 16 ++++++++-------- OptiScaler/upscalers/xess/XeSSFeature_Dx11.cpp | 16 ++++++++-------- 6 files changed, 42 insertions(+), 42 deletions(-) diff --git a/OptiScaler/State.h b/OptiScaler/State.h index 1f662a79..023d01dd 100644 --- a/OptiScaler/State.h +++ b/OptiScaler/State.h @@ -132,8 +132,8 @@ public: VkInstance VulkanInstance = nullptr; // Framegraph - std::deque upscaleTimes; - std::deque frameTimes; + std::deque upscaleTimes; + std::deque frameTimes; // Swapchain info float screenWidth = 800.0; diff --git a/OptiScaler/upscalers/dlss/DLSSFeature_Dx11.cpp b/OptiScaler/upscalers/dlss/DLSSFeature_Dx11.cpp index 5568e606..cf8520dc 100644 --- a/OptiScaler/upscalers/dlss/DLSSFeature_Dx11.cpp +++ b/OptiScaler/upscalers/dlss/DLSSFeature_Dx11.cpp @@ -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); diff --git a/OptiScaler/upscalers/dlssd/DLSSDFeature_Dx11.cpp b/OptiScaler/upscalers/dlssd/DLSSDFeature_Dx11.cpp index 1b719322..1a5962b4 100644 --- a/OptiScaler/upscalers/dlssd/DLSSDFeature_Dx11.cpp +++ b/OptiScaler/upscalers/dlssd/DLSSDFeature_Dx11.cpp @@ -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); diff --git a/OptiScaler/upscalers/fsr2/FSR2Feature_Dx11.cpp b/OptiScaler/upscalers/fsr2/FSR2Feature_Dx11.cpp index fc486048..63b1feeb 100644 --- a/OptiScaler/upscalers/fsr2/FSR2Feature_Dx11.cpp +++ b/OptiScaler/upscalers/fsr2/FSR2Feature_Dx11.cpp @@ -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); diff --git a/OptiScaler/upscalers/fsr31/FSR31Feature_Dx11.cpp b/OptiScaler/upscalers/fsr31/FSR31Feature_Dx11.cpp index 87ff5d42..da96ef92 100644 --- a/OptiScaler/upscalers/fsr31/FSR31Feature_Dx11.cpp +++ b/OptiScaler/upscalers/fsr31/FSR31Feature_Dx11.cpp @@ -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); diff --git a/OptiScaler/upscalers/xess/XeSSFeature_Dx11.cpp b/OptiScaler/upscalers/xess/XeSSFeature_Dx11.cpp index 2ad3bb49..394ad2c9 100644 --- a/OptiScaler/upscalers/xess/XeSSFeature_Dx11.cpp +++ b/OptiScaler/upscalers/xess/XeSSFeature_Dx11.cpp @@ -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);