Code cleanup

Fixed several warnings
This commit is contained in:
Sascha Willems 2023-12-20 20:14:36 +01:00
parent 0610d401d0
commit 781f18990b
15 changed files with 45 additions and 87 deletions

View file

@ -279,7 +279,7 @@ public:
dependencies[1].dependencyFlags = 0;
VkRenderPassCreateInfo renderPassInfo = vks::initializers::renderPassCreateInfo();
renderPassInfo.attachmentCount = attachments.size();
renderPassInfo.attachmentCount = static_cast<uint32_t>(attachments.size());
renderPassInfo.pAttachments = attachments.data();
renderPassInfo.subpassCount = 1;
renderPassInfo.pSubpasses = &subpass;
@ -322,7 +322,7 @@ public:
frameBufferCreateInfo.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO;
frameBufferCreateInfo.pNext = NULL;
frameBufferCreateInfo.renderPass = renderPass;
frameBufferCreateInfo.attachmentCount = attachments.size();
frameBufferCreateInfo.attachmentCount = static_cast<uint32_t>(attachments.size());
frameBufferCreateInfo.pAttachments = attachments.data();
frameBufferCreateInfo.width = width;
frameBufferCreateInfo.height = height;
@ -395,12 +395,7 @@ public:
vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1),
};
VkDescriptorPoolCreateInfo descriptorPoolInfo =
vks::initializers::descriptorPoolCreateInfo(
poolSizes.size(),
poolSizes.data(),
2);
VkDescriptorPoolCreateInfo descriptorPoolInfo = vks::initializers::descriptorPoolCreateInfo(poolSizes, 2);
VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool));
}
@ -430,7 +425,7 @@ public:
// Binding 0 : Vertex shader uniform buffer
vks::initializers::writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffer.descriptor),
};
vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, NULL);
vkUpdateDescriptorSets(device, static_cast<uint32_t>(writeDescriptorSets.size()), writeDescriptorSets.data(), 0, nullptr);
}
void preparePipelines()
@ -459,7 +454,7 @@ public:
pipelineCI.pViewportState = &viewportState;
pipelineCI.pDepthStencilState = &depthStencilState;
pipelineCI.pDynamicState = &dynamicState;
pipelineCI.stageCount = shaderStages.size();
pipelineCI.stageCount = static_cast<uint32_t>(shaderStages.size());
pipelineCI.pStages = shaderStages.data();
pipelineCI.pVertexInputState = vkglTF::Vertex::getPipelineVertexInputState({ vkglTF::VertexComponent::Position, vkglTF::VertexComponent::Normal, vkglTF::VertexComponent::UV, vkglTF::VertexComponent::Color });