Misc: clang-cl warning clean-up
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@ -16,7 +16,7 @@ bool D3D12DescriptorHeapManager::Create(ID3D12Device* device, D3D12_DESCRIPTOR_H
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{
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D3D12_DESCRIPTOR_HEAP_DESC desc = {type, static_cast<UINT>(num_descriptors),
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shader_visible ? D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE :
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D3D12_DESCRIPTOR_HEAP_FLAG_NONE};
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D3D12_DESCRIPTOR_HEAP_FLAG_NONE, 0u};
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HRESULT hr = device->CreateDescriptorHeap(&desc, IID_PPV_ARGS(m_descriptor_heap.ReleaseAndGetAddressOf()));
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if (FAILED(hr))
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@ -44,10 +44,12 @@ bool D3D12DescriptorHeapManager::Create(ID3D12Device* device, D3D12_DESCRIPTOR_H
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void D3D12DescriptorHeapManager::Destroy()
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{
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#ifdef _DEBUG
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for (BitSetType& bs : m_free_slots)
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{
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DebugAssert(bs.all());
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}
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#endif
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m_shader_visible = false;
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m_num_descriptors = 0;
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@ -111,7 +113,7 @@ D3D12DescriptorAllocator::~D3D12DescriptorAllocator() = default;
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bool D3D12DescriptorAllocator::Create(ID3D12Device* device, D3D12_DESCRIPTOR_HEAP_TYPE type, u32 num_descriptors)
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{
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const D3D12_DESCRIPTOR_HEAP_DESC desc = {type, static_cast<UINT>(num_descriptors),
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D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE};
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D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE, 0u};
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const HRESULT hr = device->CreateDescriptorHeap(&desc, IID_PPV_ARGS(m_descriptor_heap.ReleaseAndGetAddressOf()));
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if (FAILED(hr))
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{
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