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-rw-r--r--src/gui/rhi/qrhid3d11.cpp28
1 files changed, 14 insertions, 14 deletions
diff --git a/src/gui/rhi/qrhid3d11.cpp b/src/gui/rhi/qrhid3d11.cpp
index 0ac92e2266..81ce0f1fa4 100644
--- a/src/gui/rhi/qrhid3d11.cpp
+++ b/src/gui/rhi/qrhid3d11.cpp
@@ -1090,7 +1090,7 @@ void QRhiD3D11::setViewport(QRhiCommandBuffer *cb, const QRhiViewport &viewport)
// d3d expects top-left, QRhiViewport is bottom-left
float x, y, w, h;
- if (!qrhi_toTopLeftRenderTargetRect(outputSize, viewport.viewport(), &x, &y, &w, &h))
+ if (!qrhi_toTopLeftRenderTargetRect<UnBounded>(outputSize, viewport.viewport(), &x, &y, &w, &h))
return;
QD3D11CommandBuffer::Command &cmd(cbD->commands.get());
@@ -1112,7 +1112,7 @@ void QRhiD3D11::setScissor(QRhiCommandBuffer *cb, const QRhiScissor &scissor)
// d3d expects top-left, QRhiScissor is bottom-left
int x, y, w, h;
- if (!qrhi_toTopLeftRenderTargetRect(outputSize, scissor.scissor(), &x, &y, &w, &h))
+ if (!qrhi_toTopLeftRenderTargetRect<Bounded>(outputSize, scissor.scissor(), &x, &y, &w, &h))
return;
QD3D11CommandBuffer::Command &cmd(cbD->commands.get());
@@ -1682,7 +1682,7 @@ void QRhiD3D11::enqueueResourceUpdates(QRhiCommandBuffer *cb, QRhiResourceUpdate
QD3D11Texture *texD = QRHI_RES(QD3D11Texture, u.dst);
for (int layer = 0, maxLayer = u.subresDesc.count(); layer < maxLayer; ++layer) {
for (int level = 0; level < QRhi::MAX_MIP_LEVELS; ++level) {
- for (const QRhiTextureSubresourceUploadDescription &subresDesc : qAsConst(u.subresDesc[layer][level]))
+ for (const QRhiTextureSubresourceUploadDescription &subresDesc : std::as_const(u.subresDesc[layer][level]))
enqueueSubresUpload(texD, cbD, layer, level, subresDesc);
}
}
@@ -2307,7 +2307,7 @@ void QRhiD3D11::updateShaderResourceBindings(QD3D11ShaderResourceBindings *srbD,
});
}
- for (const Stage::Buffer &buf : qAsConst(res[RBM_VERTEX].buffers)) {
+ for (const Stage::Buffer &buf : std::as_const(res[RBM_VERTEX].buffers)) {
srbD->vsubufs.feed(buf.breg, buf.buffer);
srbD->vsubuforigbindings.feed(buf.breg, UINT(buf.binding));
srbD->vsubufoffsets.feed(buf.breg, buf.offsetInConstants);
@@ -2318,7 +2318,7 @@ void QRhiD3D11::updateShaderResourceBindings(QD3D11ShaderResourceBindings *srbD,
srbD->vsubufoffsets.finish();
srbD->vsubufsizes.finish();
- for (const Stage::Buffer &buf : qAsConst(res[RBM_FRAGMENT].buffers)) {
+ for (const Stage::Buffer &buf : std::as_const(res[RBM_FRAGMENT].buffers)) {
srbD->fsubufs.feed(buf.breg, buf.buffer);
srbD->fsubuforigbindings.feed(buf.breg, UINT(buf.binding));
srbD->fsubufoffsets.feed(buf.breg, buf.offsetInConstants);
@@ -2329,7 +2329,7 @@ void QRhiD3D11::updateShaderResourceBindings(QD3D11ShaderResourceBindings *srbD,
srbD->fsubufoffsets.finish();
srbD->fsubufsizes.finish();
- for (const Stage::Buffer &buf : qAsConst(res[RBM_COMPUTE].buffers)) {
+ for (const Stage::Buffer &buf : std::as_const(res[RBM_COMPUTE].buffers)) {
srbD->csubufs.feed(buf.breg, buf.buffer);
srbD->csubuforigbindings.feed(buf.breg, UINT(buf.binding));
srbD->csubufoffsets.feed(buf.breg, buf.offsetInConstants);
@@ -2340,28 +2340,28 @@ void QRhiD3D11::updateShaderResourceBindings(QD3D11ShaderResourceBindings *srbD,
srbD->csubufoffsets.finish();
srbD->csubufsizes.finish();
- for (const Stage::Texture &t : qAsConst(res[RBM_VERTEX].textures))
+ for (const Stage::Texture &t : std::as_const(res[RBM_VERTEX].textures))
srbD->vsshaderresources.feed(t.treg, t.srv);
- for (const Stage::Sampler &s : qAsConst(res[RBM_VERTEX].samplers))
+ for (const Stage::Sampler &s : std::as_const(res[RBM_VERTEX].samplers))
srbD->vssamplers.feed(s.sreg, s.sampler);
srbD->vssamplersPresent = srbD->vssamplers.finish();
srbD->vsshaderresources.finish();
- for (const Stage::Texture &t : qAsConst(res[RBM_FRAGMENT].textures))
+ for (const Stage::Texture &t : std::as_const(res[RBM_FRAGMENT].textures))
srbD->fsshaderresources.feed(t.treg, t.srv);
- for (const Stage::Sampler &s : qAsConst(res[RBM_FRAGMENT].samplers))
+ for (const Stage::Sampler &s : std::as_const(res[RBM_FRAGMENT].samplers))
srbD->fssamplers.feed(s.sreg, s.sampler);
srbD->fssamplersPresent = srbD->fssamplers.finish();
srbD->fsshaderresources.finish();
- for (const Stage::Texture &t : qAsConst(res[RBM_COMPUTE].textures))
+ for (const Stage::Texture &t : std::as_const(res[RBM_COMPUTE].textures))
srbD->csshaderresources.feed(t.treg, t.srv);
- for (const Stage::Sampler &s : qAsConst(res[RBM_COMPUTE].samplers))
+ for (const Stage::Sampler &s : std::as_const(res[RBM_COMPUTE].samplers))
srbD->cssamplers.feed(s.sreg, s.sampler);
srbD->cssamplersPresent = srbD->cssamplers.finish();
srbD->csshaderresources.finish();
- for (const Stage::Uav &u : qAsConst(res[RBM_COMPUTE].uavs))
+ for (const Stage::Uav &u : std::as_const(res[RBM_COMPUTE].uavs))
srbD->csUAVs.feed(u.ureg, u.uav);
srbD->csUAVsPresent = srbD->csUAVs.finish();
}
@@ -4325,7 +4325,7 @@ bool QD3D11GraphicsPipeline::create()
}
QByteArray vsByteCode;
- for (const QRhiShaderStage &shaderStage : qAsConst(m_shaderStages)) {
+ for (const QRhiShaderStage &shaderStage : std::as_const(m_shaderStages)) {
auto cacheIt = rhiD->m_shaderCache.constFind(shaderStage);
if (cacheIt != rhiD->m_shaderCache.constEnd()) {
switch (shaderStage.type()) {