Fixed variable narrowing warnings.

This commit is contained in:
Branimir Karadžić
2015-04-07 17:58:14 -07:00
parent ad6b0d87af
commit c85c12b5cd
8 changed files with 118 additions and 115 deletions

View File

@@ -155,7 +155,7 @@ namespace bgfx { namespace d3d11
* 0x01 // MIP_LINEAR
*/
static const uint32_t s_textureFilter[3][3] =
static const uint8_t s_textureFilter[3][3] =
{
{
0x10, // min linear
@@ -752,7 +752,7 @@ namespace bgfx { namespace d3d11
| (m_ovr.isInitialized() ? BGFX_CAPS_HMD : 0)
);
g_caps.maxTextureSize = D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION;
g_caps.maxFBAttachments = bx::uint32_min(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT, BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS);
g_caps.maxFBAttachments = uint8_t(bx::uint32_min(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT, BGFX_CONFIG_MAX_FRAME_BUFFER_ATTACHMENTS) );
for (uint32_t ii = 0; ii < TextureFormat::Count; ++ii)
{
@@ -1390,7 +1390,7 @@ namespace bgfx { namespace d3d11
}
}
void setShaderUniform(uint8_t _flags, uint16_t _regIndex, const void* _val, uint16_t _numRegs)
void setShaderUniform(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
{
if (_flags&BGFX_UNIFORM_FRAGMENTBIT)
{
@@ -1404,12 +1404,12 @@ namespace bgfx { namespace d3d11
}
}
void setShaderUniform4f(uint8_t _flags, uint16_t _regIndex, const void* _val, uint16_t _numRegs)
void setShaderUniform4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
{
setShaderUniform(_flags, _regIndex, _val, _numRegs);
}
void setShaderUniform4x4f(uint8_t _flags, uint16_t _regIndex, const void* _val, uint16_t _numRegs)
void setShaderUniform4x4f(uint8_t _flags, uint32_t _regIndex, const void* _val, uint32_t _numRegs)
{
setShaderUniform(_flags, _regIndex, _val, _numRegs);
}
@@ -1513,7 +1513,7 @@ namespace bgfx { namespace d3d11
}
}
void setInputLayout(const VertexDecl& _vertexDecl, const ProgramD3D11& _program, uint8_t _numInstanceData)
void setInputLayout(const VertexDecl& _vertexDecl, const ProgramD3D11& _program, uint16_t _numInstanceData)
{
uint64_t layoutHash = (uint64_t(_vertexDecl.m_hash)<<32) | _program.m_vsh->m_hash;
layoutHash ^= _numInstanceData;
@@ -1643,7 +1643,7 @@ namespace bgfx { namespace d3d11
drt->DestBlendAlpha = s_blendFactor[dstA][1];
drt->BlendOpAlpha = s_blendEquation[equA];
uint32_t writeMask = (_state&BGFX_STATE_ALPHA_WRITE) ? D3D11_COLOR_WRITE_ENABLE_ALPHA : 0;
uint8_t writeMask = (_state&BGFX_STATE_ALPHA_WRITE) ? D3D11_COLOR_WRITE_ENABLE_ALPHA : 0;
writeMask |= (_state&BGFX_STATE_RGB_WRITE) ? D3D11_COLOR_WRITE_ENABLE_RED|D3D11_COLOR_WRITE_ENABLE_GREEN|D3D11_COLOR_WRITE_ENABLE_BLUE : 0;
drt->RenderTargetWriteMask = writeMask;
@@ -2068,11 +2068,11 @@ namespace bgfx { namespace d3d11
case UniformType::_uniform: \
case UniformType::_uniform|BGFX_UNIFORM_FRAGMENTBIT: \
{ \
setShaderUniform(type, loc, data, num); \
setShaderUniform(uint8_t(type), loc, data, num); \
} \
break;
switch ( (int32_t)type)
switch ( (uint32_t)type)
{
case UniformType::Uniform3x3fv:
case UniformType::Uniform3x3fv|BGFX_UNIFORM_FRAGMENTBIT: \
@@ -2093,7 +2093,7 @@ namespace bgfx { namespace d3d11
mtx.un.val[ 9] = value[7];
mtx.un.val[10] = value[8];
mtx.un.val[11] = 0.0f;
setShaderUniform(type, loc, &mtx.un.val[0], 3);
setShaderUniform(uint8_t(type), loc, &mtx.un.val[0], 3);
}
}
break;
@@ -2564,7 +2564,7 @@ namespace bgfx { namespace d3d11
kind = "predefined";
m_predefined[m_numPredefined].m_loc = regIndex;
m_predefined[m_numPredefined].m_count = regCount;
m_predefined[m_numPredefined].m_type = predefined|fragmentBit;
m_predefined[m_numPredefined].m_type = uint8_t(predefined|fragmentBit);
m_numPredefined++;
}
else
@@ -2668,7 +2668,7 @@ namespace bgfx { namespace d3d11
if (imageParse(imageContainer, _mem->data, _mem->size) )
{
uint8_t numMips = imageContainer.m_numMips;
const uint32_t startLod = bx::uint32_min(_skip, numMips-1);
const uint8_t startLod = uint8_t(bx::uint32_min(_skip, numMips-1) );
numMips -= startLod;
const ImageBlockInfo& blockInfo = getBlockInfo(TextureFormat::Enum(imageContainer.m_format) );
const uint32_t textureWidth = bx::uint32_max(blockInfo.blockWidth, imageContainer.m_width >>startLod);
@@ -2728,7 +2728,7 @@ namespace bgfx { namespace d3d11
uint32_t height = textureHeight;
uint32_t depth = imageContainer.m_depth;
for (uint32_t lod = 0, num = numMips; lod < num; ++lod)
for (uint8_t lod = 0, num = numMips; lod < num; ++lod)
{
width = bx::uint32_max(1, width);
height = bx::uint32_max(1, height);
@@ -3589,7 +3589,7 @@ namespace bgfx { namespace d3d11
{
uint32_t changes = 0;
for (uint32_t stage = 0; stage < BGFX_CONFIG_MAX_TEXTURE_SAMPLERS; ++stage)
for (uint8_t stage = 0; stage < BGFX_CONFIG_MAX_TEXTURE_SAMPLERS; ++stage)
{
const Binding& sampler = draw.m_bind[stage];
Binding& current = currentState.m_bind[stage];