Use range-based loops - Core VideoBackends

This commit is contained in:
Dr. Dystopia
2025-04-13 08:35:31 +02:00
parent fc0179c1ea
commit 2397a3a915
3 changed files with 8 additions and 8 deletions

View File

@ -80,12 +80,12 @@ bool VertexManager::Initialize()
D3D11_BIND_INDEX_BUFFER | D3D11_BIND_VERTEX_BUFFER,
D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
for (int i = 0; i < BUFFER_COUNT; i++)
for (auto& buffer : m_buffers)
{
HRESULT hr = D3D::device->CreateBuffer(&bufdesc, nullptr, &m_buffers[i]);
HRESULT hr = D3D::device->CreateBuffer(&bufdesc, nullptr, &buffer);
ASSERT_MSG(VIDEO, SUCCEEDED(hr), "Failed to create buffer: {}", DX11HRWrap(hr));
if (m_buffers[i])
D3DCommon::SetDebugObjectName(m_buffers[i].Get(), "Buffer of VertexManager");
if (buffer)
D3DCommon::SetDebugObjectName(buffer.Get(), "Buffer of VertexManager");
}
m_vertex_constant_buffer = AllocateConstantBuffer(sizeof(VertexShaderConstants));