Fix some warnings from MSVC

This commit is contained in:
Lynix
2016-11-10 16:44:29 +01:00
parent 8ed34d22fb
commit 7f445def13
19 changed files with 96 additions and 97 deletions

View File

@@ -33,8 +33,8 @@ namespace Nz
Vector2f uv;
};
unsigned int s_maxQuads = std::numeric_limits<UInt16>::max() / 6;
unsigned int s_vertexBufferSize = 4 * 1024 * 1024; // 4 MiB
std::size_t s_maxQuads = std::numeric_limits<UInt16>::max() / 6;
std::size_t s_vertexBufferSize = 4 * 1024 * 1024; // 4 MiB
}
/*!
@@ -347,13 +347,13 @@ namespace Nz
const Texture* overlay = overlayIt.first;
auto& spriteChainVector = overlayIt.second.spriteChains;
unsigned int spriteChainCount = spriteChainVector.size();
std::size_t spriteChainCount = spriteChainVector.size();
if (spriteChainCount > 0)
{
Renderer::SetTexture(overlayUnit, (overlay) ? overlay : &m_whiteTexture);
unsigned int spriteChain = 0; // Which chain of sprites are we treating
unsigned int spriteChainOffset = 0; // Where was the last offset where we stopped in the last chain
std::size_t spriteChain = 0; // Which chain of sprites are we treating
std::size_t spriteChainOffset = 0; // Where was the last offset where we stopped in the last chain
do
{
@@ -361,13 +361,13 @@ namespace Nz
BufferMapper<VertexBuffer> vertexMapper(m_spriteBuffer, BufferAccess_DiscardAndWrite);
VertexStruct_XYZ_Color_UV* vertices = static_cast<VertexStruct_XYZ_Color_UV*>(vertexMapper.GetPointer());
unsigned int spriteCount = 0;
unsigned int maxSpriteCount = std::min(s_maxQuads, m_spriteBuffer.GetVertexCount() / 4);
std::size_t spriteCount = 0;
std::size_t maxSpriteCount = std::min<std::size_t>(s_maxQuads, m_spriteBuffer.GetVertexCount() / 4);
do
{
ForwardRenderQueue::SpriteChain_XYZ_Color_UV& currentChain = spriteChainVector[spriteChain];
unsigned int count = std::min(maxSpriteCount - spriteCount, currentChain.spriteCount - spriteChainOffset);
std::size_t count = std::min(maxSpriteCount - spriteCount, currentChain.spriteCount - spriteChainOffset);
std::memcpy(vertices, currentChain.vertices + spriteChainOffset * 4, 4 * count * sizeof(VertexStruct_XYZ_Color_UV));
vertices += count * 4;
@@ -450,17 +450,17 @@ namespace Nz
auto& entry = matIt.second;
auto& billboardVector = entry.billboards;
unsigned int billboardCount = billboardVector.size();
std::size_t billboardCount = billboardVector.size();
if (billboardCount > 0)
{
// We begin to apply the material (and get the shader activated doing so)
material->Apply(pipelineInstance);
const ForwardRenderQueue::BillboardData* data = &billboardVector[0];
unsigned int maxBillboardPerDraw = instanceBuffer->GetVertexCount();
std::size_t maxBillboardPerDraw = instanceBuffer->GetVertexCount();
do
{
unsigned int renderedBillboardCount = std::min(billboardCount, maxBillboardPerDraw);
std::size_t renderedBillboardCount = std::min(billboardCount, maxBillboardPerDraw);
billboardCount -= renderedBillboardCount;
instanceBuffer->Fill(data, 0, renderedBillboardCount, true);
@@ -512,12 +512,12 @@ namespace Nz
auto& billboardVector = entry.billboards;
const ForwardRenderQueue::BillboardData* data = &billboardVector[0];
unsigned int maxBillboardPerDraw = std::min(s_maxQuads, m_billboardPointBuffer.GetVertexCount() / 4);
std::size_t maxBillboardPerDraw = std::min<std::size_t>(s_maxQuads, m_billboardPointBuffer.GetVertexCount() / 4);
unsigned int billboardCount = billboardVector.size();
std::size_t billboardCount = billboardVector.size();
do
{
unsigned int renderedBillboardCount = std::min(billboardCount, maxBillboardPerDraw);
std::size_t renderedBillboardCount = std::min(billboardCount, maxBillboardPerDraw);
billboardCount -= renderedBillboardCount;
BufferMapper<VertexBuffer> vertexMapper(m_billboardPointBuffer, BufferAccess_DiscardAndWrite, 0, renderedBillboardCount * 4);
@@ -666,16 +666,16 @@ namespace Nz
// With instancing, impossible to select the lights for each object
// So, it's only activated for directional lights
unsigned int lightCount = m_renderQueue.directionalLights.size();
unsigned int lightIndex = 0;
std::size_t lightCount = m_renderQueue.directionalLights.size();
std::size_t lightIndex = 0;
RendererComparison oldDepthFunc = Renderer::GetDepthFunc();
unsigned int passCount = (lightCount == 0) ? 1 : (lightCount - 1) / NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS + 1;
for (unsigned int pass = 0; pass < passCount; ++pass)
std::size_t passCount = (lightCount == 0) ? 1 : (lightCount - 1) / NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS + 1;
for (std::size_t pass = 0; pass < passCount; ++pass)
{
if (shaderUniforms->hasLightUniforms)
{
unsigned int renderedLightCount = std::min(lightCount, NazaraSuffixMacro(NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS, U));
std::size_t renderedLightCount = std::min<std::size_t>(lightCount, NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS);
lightCount -= renderedLightCount;
if (pass == 1)
@@ -690,18 +690,18 @@ namespace Nz
}
// Sends the uniforms
for (unsigned int i = 0; i < NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS; ++i)
for (std::size_t i = 0; i < NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS; ++i)
SendLightUniforms(shader, shaderUniforms->lightUniforms, lightIndex++, shaderUniforms->lightOffset * i, freeTextureUnit + i);
}
const Matrix4f* instanceMatrices = &instances[0];
unsigned int instanceCount = instances.size();
unsigned int maxInstanceCount = instanceBuffer->GetVertexCount(); // Maximum number of instance in one batch
std::size_t instanceCount = instances.size();
std::size_t maxInstanceCount = instanceBuffer->GetVertexCount(); // Maximum number of instance in one batch
while (instanceCount > 0)
{
// We compute the number of instances that we will be able to draw this time (depending on the instancing buffer size)
unsigned int renderedInstanceCount = std::min(instanceCount, maxInstanceCount);
std::size_t renderedInstanceCount = std::min(instanceCount, maxInstanceCount);
instanceCount -= renderedInstanceCount;
// We fill the instancing buffer with our world matrices
@@ -726,16 +726,16 @@ namespace Nz
// Choose the lights depending on an object position and apparent radius
ChooseLights(Spheref(matrix.GetTranslation() + squaredBoundingSphere.GetPosition(), squaredBoundingSphere.radius));
unsigned int lightCount = m_lights.size();
std::size_t lightCount = m_lights.size();
Renderer::SetMatrix(MatrixType_World, matrix);
unsigned int lightIndex = 0;
std::size_t lightIndex = 0;
RendererComparison oldDepthFunc = Renderer::GetDepthFunc(); // In the case where we have to change it
unsigned int passCount = (lightCount == 0) ? 1 : (lightCount - 1) / NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS + 1;
for (unsigned int pass = 0; pass < passCount; ++pass)
std::size_t passCount = (lightCount == 0) ? 1 : (lightCount - 1) / NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS + 1;
for (std::size_t pass = 0; pass < passCount; ++pass)
{
lightCount -= std::min(lightCount, NazaraSuffixMacro(NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS, U));
lightCount -= std::min<std::size_t>(lightCount, NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS);
if (pass == 1)
{
@@ -749,7 +749,7 @@ namespace Nz
}
// Sends the light uniforms to the shader
for (unsigned int i = 0; i < NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS; ++i)
for (std::size_t i = 0; i < NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS; ++i)
SendLightUniforms(shader, shaderUniforms->lightUniforms, lightIndex++, shaderUniforms->lightOffset*i, freeTextureUnit + i);
// And we draw
@@ -835,7 +835,7 @@ namespace Nz
{
lightCount = std::min(m_renderQueue.directionalLights.size(), static_cast<decltype(m_renderQueue.directionalLights.size())>(NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS));
for (unsigned int i = 0; i < lightCount; ++i)
for (std::size_t i = 0; i < lightCount; ++i)
SendLightUniforms(shader, shaderUniforms->lightUniforms, i, shaderUniforms->lightOffset * i, freeTextureUnit++);
}
@@ -874,7 +874,7 @@ namespace Nz
float radius = modelData.squaredBoundingSphere.radius;
ChooseLights(Spheref(position, radius), false);
for (unsigned int i = lightCount; i < NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS; ++i)
for (std::size_t i = lightCount; i < NAZARA_GRAPHICS_MAX_LIGHT_PER_PASS; ++i)
SendLightUniforms(shader, shaderUniforms->lightUniforms, i, shaderUniforms->lightOffset*i, freeTextureUnit++);
}