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Apply manual cleanups/refactorings and fixes #47
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if (bind) DeviceContext.PSSetShaderResource(slot, srv); | ||
if (bind) DeviceContext.PSSetShaderResource(slot, srv!); |
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This looks to be an incorrect NRT in Vortice.Windows. null
is actually valid here, and the other cases below.
Box? subregion = new Box((int)bufferOffsetInBytes, 0, 0, (int)(sizeInBytes + bufferOffsetInBytes), 1, 1); | ||
if (isUniformBuffer) subregion = null; | ||
Box subregion = new Box((int)bufferOffsetInBytes, 0, 0, (int)(sizeInBytes + bufferOffsetInBytes), 1, 1); | ||
|
||
if (isUniformBuffer) | ||
subregion = default; |
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null
implies default
internal to Vortice.
Compiler.Compile(description.ShaderBytes, null!, null!, | ||
description.EntryPoint, null!, |
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null
is valid for D3DCompiler. It's not properly annotated.
buffer0.mutability = MTLMutability.Mutable; | ||
buffer1.mutability = MTLMutability.Mutable; |
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This was an actual issue. See surrounding code.
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I went through every file in the
Veldrid
project and looked at where the IDE was hinting me to look. Applied the easier fixes, but left the harder stuff (e.g. VK suffers from synchronisation issues all over the place) for a later point in time.I'll document each important change as a review.