Code cleanup
Fixed several warnings
This commit is contained in:
parent
0610d401d0
commit
781f18990b
15 changed files with 45 additions and 87 deletions
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@ -279,7 +279,7 @@ public:
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dependencies[1].dependencyFlags = 0;
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VkRenderPassCreateInfo renderPassInfo = vks::initializers::renderPassCreateInfo();
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renderPassInfo.attachmentCount = attachments.size();
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renderPassInfo.attachmentCount = static_cast<uint32_t>(attachments.size());
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renderPassInfo.pAttachments = attachments.data();
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renderPassInfo.subpassCount = 1;
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renderPassInfo.pSubpasses = &subpass;
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@ -322,7 +322,7 @@ public:
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frameBufferCreateInfo.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO;
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frameBufferCreateInfo.pNext = NULL;
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frameBufferCreateInfo.renderPass = renderPass;
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frameBufferCreateInfo.attachmentCount = attachments.size();
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frameBufferCreateInfo.attachmentCount = static_cast<uint32_t>(attachments.size());
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frameBufferCreateInfo.pAttachments = attachments.data();
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frameBufferCreateInfo.width = width;
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frameBufferCreateInfo.height = height;
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@ -395,12 +395,7 @@ public:
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vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1),
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};
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VkDescriptorPoolCreateInfo descriptorPoolInfo =
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vks::initializers::descriptorPoolCreateInfo(
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poolSizes.size(),
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poolSizes.data(),
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2);
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VkDescriptorPoolCreateInfo descriptorPoolInfo = vks::initializers::descriptorPoolCreateInfo(poolSizes, 2);
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VK_CHECK_RESULT(vkCreateDescriptorPool(device, &descriptorPoolInfo, nullptr, &descriptorPool));
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}
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@ -430,7 +425,7 @@ public:
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// Binding 0 : Vertex shader uniform buffer
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vks::initializers::writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffer.descriptor),
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};
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vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, NULL);
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vkUpdateDescriptorSets(device, static_cast<uint32_t>(writeDescriptorSets.size()), writeDescriptorSets.data(), 0, nullptr);
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}
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void preparePipelines()
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@ -459,7 +454,7 @@ public:
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pipelineCI.pViewportState = &viewportState;
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pipelineCI.pDepthStencilState = &depthStencilState;
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pipelineCI.pDynamicState = &dynamicState;
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pipelineCI.stageCount = shaderStages.size();
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pipelineCI.stageCount = static_cast<uint32_t>(shaderStages.size());
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pipelineCI.pStages = shaderStages.data();
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pipelineCI.pVertexInputState = vkglTF::Vertex::getPipelineVertexInputState({ vkglTF::VertexComponent::Position, vkglTF::VertexComponent::Normal, vkglTF::VertexComponent::UV, vkglTF::VertexComponent::Color });
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