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vkd3d-shader/hlsl: Avoid some uses of the default case when switching over hlsl_base_type.
Since we have -Wswitch, this forces the developer to update all relevant switches when an enum case is added. Places where the default is just a FIXME are left alone.
This commit is contained in:
committed by
Henri Verbeet
parent
646087d54c
commit
1ff1a51e4b
Notes:
Henri Verbeet
2025-01-10 20:14:49 +01:00
Approved-by: Francisco Casas (@fcasas) Approved-by: Henri Verbeet (@hverbeet) Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1326
@@ -3328,9 +3328,8 @@ static D3D_SHADER_VARIABLE_TYPE sm4_base_type(const struct hlsl_type *type)
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return D3D_SVT_INT;
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case HLSL_TYPE_UINT:
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return D3D_SVT_UINT;
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default:
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vkd3d_unreachable();
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}
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vkd3d_unreachable();
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}
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static void write_sm4_type(struct hlsl_ctx *ctx, struct vkd3d_bytecode_buffer *buffer, struct hlsl_type *type)
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@@ -3446,10 +3445,9 @@ static enum vkd3d_sm4_data_type sm4_data_type(const struct hlsl_type *type)
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case HLSL_TYPE_BOOL:
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case HLSL_TYPE_UINT:
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return VKD3D_SM4_DATA_UINT;
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default:
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vkd3d_unreachable();
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}
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vkd3d_unreachable();
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}
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static D3D_SRV_DIMENSION sm4_rdef_resource_dimension(const struct hlsl_type *type)
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