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synced 2025-07-21 05:09:34 -06:00
Fix build errors related to formatting non-scoped enums
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@ -107,20 +107,20 @@ D3DVertexFormat::D3DVertexFormat(const PortableVertexDeclaration& vtx_decl)
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if (format->enable)
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{
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m_elems[m_num_elems].SemanticName = "TEXCOORD";
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m_elems[m_num_elems].SemanticIndex = SHADER_POSITION_ATTRIB;
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m_elems[m_num_elems].SemanticIndex = static_cast<u32>(ShaderAttrib::Position);
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m_elems[m_num_elems].AlignedByteOffset = format->offset;
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m_elems[m_num_elems].Format = VarToD3D(format->type, format->components, format->integer);
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m_elems[m_num_elems].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
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++m_num_elems;
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}
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for (int i = 0; i < 3; i++)
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for (u32 i = 0; i < 3; i++)
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{
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format = &vtx_decl.normals[i];
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if (format->enable)
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{
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m_elems[m_num_elems].SemanticName = "TEXCOORD";
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m_elems[m_num_elems].SemanticIndex = SHADER_NORMAL_ATTRIB + i;
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m_elems[m_num_elems].SemanticIndex = static_cast<u32>(ShaderAttrib::Normal + i);
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m_elems[m_num_elems].AlignedByteOffset = format->offset;
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m_elems[m_num_elems].Format = VarToD3D(format->type, format->components, format->integer);
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m_elems[m_num_elems].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
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@ -128,13 +128,13 @@ D3DVertexFormat::D3DVertexFormat(const PortableVertexDeclaration& vtx_decl)
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}
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}
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for (int i = 0; i < 2; i++)
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for (u32 i = 0; i < 2; i++)
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{
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format = &vtx_decl.colors[i];
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if (format->enable)
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{
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m_elems[m_num_elems].SemanticName = "TEXCOORD";
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m_elems[m_num_elems].SemanticIndex = SHADER_COLOR0_ATTRIB + i;
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m_elems[m_num_elems].SemanticIndex = static_cast<u32>(ShaderAttrib::Color0 + i);
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m_elems[m_num_elems].AlignedByteOffset = format->offset;
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m_elems[m_num_elems].Format = VarToD3D(format->type, format->components, format->integer);
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m_elems[m_num_elems].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
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@ -142,13 +142,13 @@ D3DVertexFormat::D3DVertexFormat(const PortableVertexDeclaration& vtx_decl)
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}
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}
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for (int i = 0; i < 8; i++)
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for (u32 i = 0; i < 8; i++)
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{
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format = &vtx_decl.texcoords[i];
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if (format->enable)
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{
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m_elems[m_num_elems].SemanticName = "TEXCOORD";
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m_elems[m_num_elems].SemanticIndex = SHADER_TEXTURE0_ATTRIB + i;
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m_elems[m_num_elems].SemanticIndex = static_cast<u32>(ShaderAttrib::TexCoord0 + i);
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m_elems[m_num_elems].AlignedByteOffset = format->offset;
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m_elems[m_num_elems].Format = VarToD3D(format->type, format->components, format->integer);
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m_elems[m_num_elems].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
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@ -160,7 +160,7 @@ D3DVertexFormat::D3DVertexFormat(const PortableVertexDeclaration& vtx_decl)
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if (format->enable)
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{
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m_elems[m_num_elems].SemanticName = "TEXCOORD";
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m_elems[m_num_elems].SemanticIndex = SHADER_POSMTX_ATTRIB;
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m_elems[m_num_elems].SemanticIndex = static_cast<u32>(ShaderAttrib::PositionMatrix);
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m_elems[m_num_elems].AlignedByteOffset = format->offset;
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m_elems[m_num_elems].Format = VarToD3D(format->type, format->components, format->integer);
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m_elems[m_num_elems].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
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