GPU/Vulkan: Fix warnings introduced by #2438

This commit is contained in:
Connor McLaughlin 2021-08-07 12:01:02 +10:00
parent 653453b1ee
commit 8bea6e1530
3 changed files with 11 additions and 10 deletions

View file

@ -525,8 +525,9 @@ DebugScope<VkCommandBuffer>::DebugScope(VkCommandBuffer context, const char* for
++depth;
const float depth_phase = depth / static_cast<float>(max_depth);
BeginDebugScope(command_buffer, str,
Palette(depth_phase, {0.5, 0.5, 0.5}, {0.5, 0.5, 0.5}, {1.0, 1.0, 0.5}, {0.8, 0.90, 0.30}));
BeginDebugScope(
command_buffer, str,
Palette(depth_phase, {0.5f, 0.5f, 0.5f}, {0.5f, 0.5f, 0.5f}, {1.0f, 1.0f, 0.5f}, {0.8f, 0.90f, 0.30f}));
}
}
@ -552,7 +553,7 @@ DebugScope<VkQueue>::DebugScope(VkQueue context, const char* format, ...) : queu
const float depth_phase = depth / static_cast<float>(max_depth);
BeginDebugScope(queue, str,
Palette(depth_phase, {0.5, 0.5, 0.5}, {0.5, 0.5, 0.5}, {2.0, 1.0, 0.0}, {0.5, 0.20, 0.25}));
Palette(depth_phase, {0.5f, 0.5f, 0.5f}, {0.5f, 0.5f, 0.5f}, {2.0f, 1.0f, 0.0f}, {0.5f, 0.20f, 0.25f}));
++depth;
}
}

View file

@ -1952,7 +1952,7 @@ void GPU_HW_Vulkan::DownsampleFramebufferAdaptive(Vulkan::Texture& source, u32 l
{width, height, 1u}};
VkCommandBuffer cmdbuf = g_vulkan_context->GetCurrentCommandBuffer();
const Vulkan::Util::DebugScope debugScope(cmdbuf, "Downsample Framebuffer Adaptive:");
const Vulkan::Util::DebugScope outer_scope(cmdbuf, "Downsample Framebuffer Adaptive:");
source.TransitionToLayout(cmdbuf, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL);
m_downsample_texture.TransitionSubresourcesToLayout(cmdbuf, 0, 1, 0, 1, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
@ -1967,7 +1967,7 @@ void GPU_HW_Vulkan::DownsampleFramebufferAdaptive(Vulkan::Texture& source, u32 l
const u32 levels = m_downsample_texture.GetLevels();
for (u32 level = 1; level < levels; level++)
{
const Vulkan::Util::DebugScope debugScope(cmdbuf, "Generate Mip: %u", level);
const Vulkan::Util::DebugScope mip_scope(cmdbuf, "Generate Mip: %u", level);
m_downsample_texture.TransitionSubresourcesToLayout(
cmdbuf, level, 1, 0, 1, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
@ -1995,7 +1995,7 @@ void GPU_HW_Vulkan::DownsampleFramebufferAdaptive(Vulkan::Texture& source, u32 l
// blur pass at lowest resolution
{
const Vulkan::Util::DebugScope debugScope(cmdbuf, "Blur Pass at lowest resolution");
const Vulkan::Util::DebugScope blur_scope(cmdbuf, "Blur Pass at lowest resolution");
const u32 last_level = levels - 1;
m_downsample_weight_texture.TransitionToLayout(cmdbuf, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
@ -2023,7 +2023,7 @@ void GPU_HW_Vulkan::DownsampleFramebufferAdaptive(Vulkan::Texture& source, u32 l
// resolve pass
{
const Vulkan::Util::DebugScope debugScope(cmdbuf, "Resolve pass");
const Vulkan::Util::DebugScope resolve_scope(cmdbuf, "Resolve pass");
m_display_texture.TransitionToLayout(cmdbuf, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
BeginRenderPass(m_display_load_render_pass, m_display_framebuffer, left, top, width, height);

View file

@ -1102,7 +1102,7 @@ void VulkanHostDisplay::ApplyPostProcessingChain(VkFramebuffer target_fb, s32 fi
u32 target_width, u32 target_height)
{
VkCommandBuffer cmdbuffer = g_vulkan_context->GetCurrentCommandBuffer();
const Vulkan::Util::DebugScope debugScope(cmdbuffer, "VulkanHostDisplay::ApplyPostProcessingChain");
const Vulkan::Util::DebugScope post_scope(cmdbuffer, "VulkanHostDisplay::ApplyPostProcessingChain");
if (!CheckPostProcessingRenderTargets(target_width, target_height))
{
@ -1133,8 +1133,8 @@ void VulkanHostDisplay::ApplyPostProcessingChain(VkFramebuffer target_fb, s32 fi
for (u32 i = 0; i < static_cast<u32>(m_post_processing_stages.size()); i++)
{
PostProcessingStage& pps = m_post_processing_stages[i];
const Vulkan::Util::DebugScope debugScope(g_vulkan_context->GetCurrentCommandBuffer(), "Post Processing Stage: %s",
m_post_processing_chain.GetShaderStage(i).GetName().c_str());
const Vulkan::Util::DebugScope stage_scope(g_vulkan_context->GetCurrentCommandBuffer(), "Post Processing Stage: %s",
m_post_processing_chain.GetShaderStage(i).GetName().c_str());
if (i != final_stage)
{