Some fixes
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0f9060c45b
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@ -829,7 +829,11 @@ namespace Nz
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{
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for (std::size_t passIndex : readIt->second)
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{
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std::size_t readPhysicalPassIndex = Retrieve(m_pending.passIdToPhysicalPassIndex, passIndex);
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auto it = m_pending.passIdToPhysicalPassIndex.find(passIndex);
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if (it == m_pending.passIdToPhysicalPassIndex.end())
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continue; //< pass may have been discarded
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std::size_t readPhysicalPassIndex = it->second;
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if (readPhysicalPassIndex > physicalPassIndex) //< Read in a future pass?
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{
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// Yes, store it
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@ -84,7 +84,7 @@ namespace Nz
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m_commandBuffer.CopyBuffer(allocation, targetBuffer.GetBuffer().GetObjectId(), size, sourceOffset, target.GetOffset() + targetOffset);
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}
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void OpenGLCommandBufferBuilder::CopyTexture(const Texture& fromTexture, const Boxui& fromBox, TextureLayout fromLayout, const Texture& toTexture, const Vector3ui& toPos, TextureLayout toLayout)
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void OpenGLCommandBufferBuilder::CopyTexture(const Texture& fromTexture, const Boxui& fromBox, TextureLayout /*fromLayout*/, const Texture& toTexture, const Vector3ui& toPos, TextureLayout /*toLayout*/)
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{
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const OpenGLTexture& sourceTexture = static_cast<const OpenGLTexture&>(fromTexture);
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const OpenGLTexture& targetTexture = static_cast<const OpenGLTexture&>(toTexture);
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@ -562,7 +562,7 @@ namespace Nz
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UInt32 resultId = m_writer.AllocateResultId();
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m_currentBlock->Append(*castOp, m_writer.GetTypeId(targetType), resultId, fromId);
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throw std::runtime_error("toudou");
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PushResultId(resultId);
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}
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else
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{
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@ -115,12 +115,12 @@ namespace Nz
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}
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}
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void Visit(ShaderAst::ConditionalExpression& node) override
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void Visit(ShaderAst::ConditionalExpression& /*node*/) override
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{
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throw std::runtime_error("unexpected conditional expression, did you forget to sanitize the shader?");
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}
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void Visit(ShaderAst::ConditionalStatement& node) override
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void Visit(ShaderAst::ConditionalStatement& /*node*/) override
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{
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throw std::runtime_error("unexpected conditional expression, did you forget to sanitize the shader?");
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}
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