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https://github.com/dolphin-emu/dolphin.git
synced 2025-07-23 14:19:46 -06:00
Assert: Remove unused parameter from DEBUG_ASSERT
This brings the macro in line with the regular ASSERT macro, which only has one macro parameter.
This commit is contained in:
@ -62,7 +62,7 @@ public:
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int BeginAppendData(void** write_ptr, unsigned int size, unsigned int vertex_size)
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{
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DEBUG_ASSERT(VIDEO, size < max_size);
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DEBUG_ASSERT(size < max_size);
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D3D11_MAPPED_SUBRESOURCE map;
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unsigned int aligned_offset = Common::AlignUp(offset, vertex_size);
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@ -43,25 +43,25 @@ D3DBlob* DXShader::GetByteCode() const
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ID3D11VertexShader* DXShader::GetD3DVertexShader() const
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{
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DEBUG_ASSERT(VIDEO, m_stage == ShaderStage::Vertex);
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DEBUG_ASSERT(m_stage == ShaderStage::Vertex);
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return static_cast<ID3D11VertexShader*>(m_shader);
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}
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ID3D11GeometryShader* DXShader::GetD3DGeometryShader() const
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{
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DEBUG_ASSERT(VIDEO, m_stage == ShaderStage::Geometry);
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DEBUG_ASSERT(m_stage == ShaderStage::Geometry);
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return static_cast<ID3D11GeometryShader*>(m_shader);
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}
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ID3D11PixelShader* DXShader::GetD3DPixelShader() const
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{
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DEBUG_ASSERT(VIDEO, m_stage == ShaderStage::Pixel);
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DEBUG_ASSERT(m_stage == ShaderStage::Pixel);
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return static_cast<ID3D11PixelShader*>(m_shader);
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}
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ID3D11ComputeShader* DXShader::GetD3DComputeShader() const
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{
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DEBUG_ASSERT(VIDEO, m_stage == ShaderStage::Compute);
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DEBUG_ASSERT(m_stage == ShaderStage::Compute);
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return static_cast<ID3D11ComputeShader*>(m_shader);
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}
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@ -193,11 +193,10 @@ void DXTexture::ResolveFromTexture(const AbstractTexture* src, const MathUtil::R
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u32 layer, u32 level)
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{
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const DXTexture* srcentry = static_cast<const DXTexture*>(src);
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DEBUG_ASSERT(VIDEO, m_config.samples > 1 && m_config.width == srcentry->m_config.width &&
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m_config.height == srcentry->m_config.height && m_config.samples == 1);
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DEBUG_ASSERT(VIDEO,
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rect.left + rect.GetWidth() <= static_cast<int>(srcentry->m_config.width) &&
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rect.top + rect.GetHeight() <= static_cast<int>(srcentry->m_config.height));
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DEBUG_ASSERT(m_config.samples > 1 && m_config.width == srcentry->m_config.width &&
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m_config.height == srcentry->m_config.height && m_config.samples == 1);
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DEBUG_ASSERT(rect.left + rect.GetWidth() <= static_cast<int>(srcentry->m_config.width) &&
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rect.top + rect.GetHeight() <= static_cast<int>(srcentry->m_config.height));
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D3D::context->ResolveSubresource(
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m_texture->GetTex(), D3D11CalcSubresource(level, layer, m_config.levels),
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@ -270,7 +270,7 @@ std::unique_ptr<AbstractPipeline> Renderer::CreatePipeline(const AbstractPipelin
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void Renderer::UpdateUtilityUniformBuffer(const void* uniforms, u32 uniforms_size)
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{
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DEBUG_ASSERT(VIDEO, uniforms_size > 0 && uniforms_size < UTILITY_UBO_SIZE);
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DEBUG_ASSERT(uniforms_size > 0 && uniforms_size < UTILITY_UBO_SIZE);
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D3D11_MAPPED_SUBRESOURCE mapped;
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HRESULT hr = D3D::context->Map(m_utility_uniform_buffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped);
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CHECK(SUCCEEDED(hr), "Map utility UBO");
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@ -323,7 +323,7 @@ void Renderer::DrawUtilityPipeline(const void* uniforms, u32 uniforms_size, cons
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if (vertices_ptr)
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{
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vertices_this_draw = std::min(vertices_this_draw, UTILITY_VBO_SIZE / vertex_stride);
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DEBUG_ASSERT(VIDEO, vertices_this_draw > 0);
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DEBUG_ASSERT(vertices_this_draw > 0);
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UpdateUtilityVertexBuffer(vertices_ptr, vertex_stride, vertices_this_draw);
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D3D::stateman->SetVertexBuffer(m_utility_vertex_buffer, vertex_stride, 0);
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}
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