Code cleanup

Fixed compiler warnings
This commit is contained in:
Sascha Willems 2023-12-24 15:58:23 +01:00
parent 3187478c99
commit 485bc7550a
13 changed files with 75 additions and 184 deletions

View file

@ -417,7 +417,7 @@ public:
// Binding 1 : Fragment shader texture sampler
vks::initializers::writeDescriptorSet(descriptorSets.debug, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &shadowMapDescriptor)
};
vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, nullptr);
vkUpdateDescriptorSets(device, static_cast<uint32_t>(writeDescriptorSets.size()), writeDescriptorSets.data(), 0, nullptr);
// Offscreen shadow map generation
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSets.offscreen));
@ -425,7 +425,7 @@ public:
// Binding 0 : Vertex shader uniform buffer
vks::initializers::writeDescriptorSet(descriptorSets.offscreen, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffers.offscreen.descriptor),
};
vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, nullptr);
vkUpdateDescriptorSets(device, static_cast<uint32_t>(writeDescriptorSets.size()), writeDescriptorSets.data(), 0, nullptr);
// Scene rendering with shadow map applied
VK_CHECK_RESULT(vkAllocateDescriptorSets(device, &allocInfo, &descriptorSets.scene));
@ -435,7 +435,7 @@ public:
// Binding 1 : Fragment shader shadow sampler
vks::initializers::writeDescriptorSet(descriptorSets.scene, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &shadowMapDescriptor)
};
vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, nullptr);
vkUpdateDescriptorSets(device, static_cast<uint32_t>(writeDescriptorSets.size()), writeDescriptorSets.data(), 0, nullptr);
}
void preparePipelines()
@ -448,7 +448,7 @@ public:
VkPipelineViewportStateCreateInfo viewportStateCI = vks::initializers::pipelineViewportStateCreateInfo(1, 1, 0);
VkPipelineMultisampleStateCreateInfo multisampleStateCI = vks::initializers::pipelineMultisampleStateCreateInfo(VK_SAMPLE_COUNT_1_BIT, 0);
std::vector<VkDynamicState> dynamicStateEnables = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR };
VkPipelineDynamicStateCreateInfo dynamicStateCI = vks::initializers::pipelineDynamicStateCreateInfo(dynamicStateEnables.data(), dynamicStateEnables.size(), 0);
VkPipelineDynamicStateCreateInfo dynamicStateCI = vks::initializers::pipelineDynamicStateCreateInfo(dynamicStateEnables);
std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages;
VkGraphicsPipelineCreateInfo pipelineCI = vks::initializers::pipelineCreateInfo(pipelineLayout, renderPass, 0);
@ -499,11 +499,7 @@ public:
rasterizationStateCI.depthBiasEnable = VK_TRUE;
// Add depth bias to dynamic state, so we can change it at runtime
dynamicStateEnables.push_back(VK_DYNAMIC_STATE_DEPTH_BIAS);
dynamicStateCI =
vks::initializers::pipelineDynamicStateCreateInfo(
dynamicStateEnables.data(),
dynamicStateEnables.size(),
0);
dynamicStateCI = vks::initializers::pipelineDynamicStateCreateInfo(dynamicStateEnables);
pipelineCI.renderPass = offscreenPass.renderPass;
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.offscreen));