"Fix" warnings

This commit is contained in:
Simon Lübeß
2026-08-16 20:11:36 +02:00
parent 39d78ab4c1
commit 2a90374b5b
25 changed files with 53 additions and 45 deletions
+1 -1
View File
@@ -310,7 +310,7 @@ class AssetCache
Try!(compressedStream.TryRead(compressedData));
MemoryStream ms = new MemoryStream(asset.UncompressedByteCount);
ms.Memory.GrowUnitialized(asset.UncompressedByteCount);
ms.Memory.GrowUninitialized(asset.UncompressedByteCount);
LZ4.LZ4F_dctx* context;
LZ4.LZ4F_CreateDecompressionContext(out context);
@@ -630,7 +630,7 @@ static class DdsImporter
surfaces.Reserve(surfaceCount);
uint32 scanLineSize = 0;
uint32 slicePitch = 0;
//uint32 slicePitch = 0;
uint64 numBytes = 0;
uint32 blockSize = 0; // Block size in bytes.
@@ -97,7 +97,7 @@ class MaterialVariable
Result<int, Int.ParseError> rowsResult = int.Parse(rowsString);
if (rowsResult case .Err(let error))
if (rowsResult case .Err(var error))
{
switch (error)
{
@@ -114,7 +114,7 @@ class MaterialVariable
Result<int, Int.ParseError> columnsResult = int.Parse(columnsString);
if (columnsResult case .Err(let error))
if (columnsResult case .Err(out error))
{
switch (error)
{
@@ -226,7 +226,7 @@ extension ShaderCompiler
Try!(ShaderCodePreprocessor.ProcessFileContent(shaderCode, context.VsName, context.PsName, context.Variables, context.BufferNames, context.EngineBuffers));
using (let includer = PreprocessingIncluder(directory, context))
using (var includer = PreprocessingIncluder(directory, context))
{
var result = D3DCompiler.D3DCompile(code.Ptr, (.)code.Length, fileName.FullIdentifier.ToScopeCStr!(), nativeMacros, &includer, entryPoint.ToScopeCStr!(),
compileTarget.ToScopeCStr!(), DefaultCompileFlags /* Pass down compile flags? */, .None, &outShader._shaderBlob, &errorBlob);
@@ -205,14 +205,14 @@ class ShaderProcessor : IAssetProcessor
ProcessedShader.ConstantBufferEntry constantBufferEntry = .Default;
if (vsBufferResult case .Ok(let vsBuffer) && psBufferResult case .Ok(let psBuffer))
if (vsBufferResult case .Ok(var vsBuffer) && psBufferResult case .Ok(let psBuffer))
{
// Choose larger buffer
constantBufferEntry.ConstantBuffer = (vsBuffer.Size >= psBuffer.Size) ? vsBuffer : psBuffer;
constantBufferEntry.VertexShaderBindPoint = (.)vsBuffer.BindPoint;
constantBufferEntry.PixelShaderBindPoint = (.)psBuffer.BindPoint;
}
else if (vsBufferResult case .Ok(let vsBuffer))
else if (vsBufferResult case .Ok(out vsBuffer))
{
constantBufferEntry.ConstantBuffer = vsBuffer;
constantBufferEntry.VertexShaderBindPoint = (.)vsBuffer.BindPoint;