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(MSVC) Silence warnings
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parent
e0b57843aa
commit
832cc4e945
4 changed files with 18 additions and 18 deletions
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@ -273,7 +273,7 @@ static D3D12_CPU_DESCRIPTOR_HANDLE d3d12_descriptor_heap_slot_alloc(d3d12_descri
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int i;
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D3D12_CPU_DESCRIPTOR_HANDLE handle = { 0 };
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for (i = heap->start; i < heap->desc.NumDescriptors; i++)
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for (i = heap->start; i < (int)heap->desc.NumDescriptors; i++)
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{
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if (!heap->map[i])
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{
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@ -1,4 +1,4 @@
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/* RetroArch - A frontend for libretro.
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/* RetroArch - A frontend for libretro.
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* Copyright (C) 2014-2018 - Ali Bouhlel
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*
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* RetroArch is free software: you can redistribute it and/or modify it under the terms
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@ -37,7 +37,7 @@
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static void d3d10_free_overlays(d3d10_video_t* d3d10)
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{
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unsigned i;
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for (i = 0; i < d3d10->overlays.count; i++)
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for (i = 0; i < (unsigned)d3d10->overlays.count; i++)
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d3d10_release_texture(&d3d10->overlays.textures[i]);
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Release(d3d10->overlays.vbo);
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@ -126,7 +126,7 @@ static bool d3d10_overlay_load(void* data, const void* image_data, unsigned num_
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D3D10MapBuffer(d3d10->overlays.vbo,
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D3D10_MAP_WRITE_DISCARD, 0, (void**)&sprites);
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for (i = 0; i < num_images; i++)
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for (i = 0; i < (unsigned)num_images; i++)
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{
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d3d10->overlays.textures[i].desc.Width = images[i].width;
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@ -280,7 +280,7 @@ static void d3d10_free_shader_preset(d3d10_video_t* d3d10)
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memset(d3d10->pass, 0, sizeof(d3d10->pass));
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/* only free the history textures here */
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for (i = 1; i <= d3d10->shader_preset->history_size; i++)
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for (i = 1; i <= (unsigned)d3d10->shader_preset->history_size; i++)
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d3d10_release_texture(&d3d10->frame.texture[i]);
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memset(
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@ -938,7 +938,7 @@ static void d3d10_init_history(d3d10_video_t* d3d10, unsigned width, unsigned he
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* and to reduce memory fragmentation */
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assert(d3d10->shader_preset);
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for (i = 0; i < d3d10->shader_preset->history_size + 1; i++)
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for (i = 0; i < (unsigned)d3d10->shader_preset->history_size + 1; i++)
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{
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d3d10->frame.texture[i].desc.Width = width;
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d3d10->frame.texture[i].desc.Height = height;
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@ -1347,7 +1347,7 @@ static bool d3d10_gfx_frame(
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D3D10SetPShaderSamplers(
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context, 0, 1, &d3d10->samplers[RARCH_FILTER_UNSPEC][RARCH_WRAP_DEFAULT]);
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for (i = 0; i < d3d10->overlays.count; i++)
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for (i = 0; i < (unsigned)d3d10->overlays.count; i++)
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{
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D3D10SetPShaderResources(context, 0, 1, &d3d10->overlays.textures[i].view);
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D3D10Draw(d3d10->device, 1, i);
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@ -1,4 +1,4 @@
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/* RetroArch - A frontend for libretro.
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/* RetroArch - A frontend for libretro.
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* Copyright (C) 2014-2018 - Ali Bouhlel
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*
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* RetroArch is free software: you can redistribute it and/or modify it under the terms
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@ -49,7 +49,7 @@ static D3D11DeviceContext cached_context;
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static void d3d11_free_overlays(d3d11_video_t* d3d11)
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{
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unsigned i;
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for (i = 0; i < d3d11->overlays.count; i++)
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for (i = 0; i < (unsigned)d3d11->overlays.count; i++)
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d3d11_release_texture(&d3d11->overlays.textures[i]);
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Release(d3d11->overlays.vbo);
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@ -120,7 +120,7 @@ static bool d3d11_overlay_load(void* data, const void* image_data, unsigned num_
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{
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D3D11_BUFFER_DESC desc;
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D3D11_MAPPED_SUBRESOURCE mapped_vbo;
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int i;
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unsigned i;
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d3d11_sprite_t* sprites;
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d3d11_video_t* d3d11 = (d3d11_video_t*)data;
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const struct texture_image* images = (const struct texture_image*)image_data;
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@ -296,7 +296,7 @@ static void d3d11_free_shader_preset(d3d11_video_t* d3d11)
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memset(d3d11->pass, 0, sizeof(d3d11->pass));
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/* only free the history textures here */
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for (i = 1; i <= d3d11->shader_preset->history_size; i++)
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for (i = 1; i <= (unsigned)d3d11->shader_preset->history_size; i++)
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d3d11_release_texture(&d3d11->frame.texture[i]);
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memset(
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@ -985,7 +985,7 @@ static void d3d11_init_history(d3d11_video_t* d3d11, unsigned width, unsigned he
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* and to reduce memory fragmentation */
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assert(d3d11->shader_preset);
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for (i = 0; i < d3d11->shader_preset->history_size + 1; i++)
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for (i = 0; i < (unsigned)d3d11->shader_preset->history_size + 1; i++)
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{
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d3d11->frame.texture[i].desc.Width = width;
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d3d11->frame.texture[i].desc.Height = height;
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@ -1378,7 +1378,7 @@ static bool d3d11_gfx_frame(
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D3D11SetPShaderSamplers(
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context, 0, 1, &d3d11->samplers[RARCH_FILTER_UNSPEC][RARCH_WRAP_DEFAULT]);
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for (i = 0; i < d3d11->overlays.count; i++)
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for (i = 0; i < (unsigned)d3d11->overlays.count; i++)
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{
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D3D11SetPShaderResources(context, 0, 1, &d3d11->overlays.textures[i].view);
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D3D11Draw(d3d11->context, 1, i);
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@ -48,7 +48,7 @@ static void d3d12_gfx_sync(d3d12_video_t* d3d12)
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static void d3d12_free_overlays(d3d12_video_t* d3d12)
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{
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unsigned i;
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for (i = 0; i < d3d12->overlays.count; i++)
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for (i = 0; i < (unsigned)d3d12->overlays.count; i++)
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d3d12_release_texture(&d3d12->overlays.textures[i]);
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Release(d3d12->overlays.vbo);
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@ -120,7 +120,7 @@ static void d3d12_overlay_set_alpha(void* data, unsigned index, float mod)
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static bool d3d12_overlay_load(void* data, const void* image_data, unsigned num_images)
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{
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int i;
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unsigned i;
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d3d12_sprite_t* sprites = NULL;
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D3D12_RANGE range = { 0, 0 };
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d3d12_video_t* d3d12 = (d3d12_video_t*)data;
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@ -304,7 +304,7 @@ static void d3d12_free_shader_preset(d3d12_video_t* d3d12)
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memset(d3d12->pass, 0, sizeof(d3d12->pass));
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/* only free the history textures here */
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for (i = 1; i <= d3d12->shader_preset->history_size; i++)
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for (i = 1; i <= (unsigned)d3d12->shader_preset->history_size; i++)
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d3d12_release_texture(&d3d12->frame.texture[i]);
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memset(
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@ -993,7 +993,7 @@ static void d3d12_init_history(d3d12_video_t* d3d12, unsigned width, unsigned he
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* and to reduce memory fragmentation */
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assert(d3d12->shader_preset);
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for (i = 0; i < d3d12->shader_preset->history_size + 1; i++)
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for (i = 0; i < (unsigned)d3d12->shader_preset->history_size + 1; i++)
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{
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d3d12->frame.texture[i].desc.Width = width;
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d3d12->frame.texture[i].desc.Height = height;
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@ -1492,7 +1492,7 @@ static bool d3d12_gfx_frame(
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d3d12->queue.cmd, ROOT_ID_SAMPLER_T,
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d3d12->samplers[RARCH_FILTER_UNSPEC][RARCH_WRAP_DEFAULT]);
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for (i = 0; i < d3d12->overlays.count; i++)
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for (i = 0; i < (unsigned)d3d12->overlays.count; i++)
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{
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if (d3d12->overlays.textures[i].dirty)
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d3d12_upload_texture(d3d12->queue.cmd,
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