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https://github.com/libretro/RetroArch
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Some more Clang warning fixes
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8e7b1ede7f
commit
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@ -206,36 +206,39 @@ bool d3d12_init_queue(d3d12_video_t* d3d12)
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return true;
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}
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bool d3d12_init_swapchain(d3d12_video_t* d3d12, int width, int height, HWND hwnd)
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bool d3d12_init_swapchain(d3d12_video_t* d3d12,
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int width, int height, HWND hwnd)
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{
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{
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DXGI_SWAP_CHAIN_DESC desc = { 0 };
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desc.BufferCount = countof(d3d12->chain.renderTargets);
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desc.BufferDesc.Width = width;
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desc.BufferDesc.Height = height;
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desc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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desc.SampleDesc.Count = 1;
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unsigned i;
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DXGI_SWAP_CHAIN_DESC desc;
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memset(&desc, 0, sizeof(DXGI_SWAP_CHAIN_DESC));
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desc.BufferCount = countof(d3d12->chain.renderTargets);
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desc.BufferDesc.Width = width;
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desc.BufferDesc.Height = height;
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desc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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desc.SampleDesc.Count = 1;
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#if 0
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desc.BufferDesc.RefreshRate.Numerator = 60;
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desc.BufferDesc.RefreshRate.Denominator = 1;
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desc.SampleDesc.Quality = 0;
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desc.BufferDesc.RefreshRate.Numerator = 60;
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desc.BufferDesc.RefreshRate.Denominator = 1;
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desc.SampleDesc.Quality = 0;
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#endif
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desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
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desc.OutputWindow = hwnd;
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desc.Windowed = TRUE;
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desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
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desc.OutputWindow = hwnd;
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desc.Windowed = TRUE;
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#if 0
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desc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
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desc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
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#else
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desc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
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desc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
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#endif
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DXGICreateSwapChain(d3d12->factory, d3d12->queue.handle, &desc, &d3d12->chain.handle);
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}
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DXGICreateSwapChain(d3d12->factory, d3d12->queue.handle, &desc, &d3d12->chain.handle);
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DXGIMakeWindowAssociation(d3d12->factory, hwnd, DXGI_MWA_NO_ALT_ENTER);
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d3d12->chain.frame_index = DXGIGetCurrentBackBufferIndex(d3d12->chain.handle);
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for (int i = 0; i < countof(d3d12->chain.renderTargets); i++)
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for (i = 0; i < countof(d3d12->chain.renderTargets); i++)
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{
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DXGIGetSwapChainBuffer(d3d12->chain.handle, i, &d3d12->chain.renderTargets[i]);
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D3D12CreateRenderTargetView(
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@ -352,8 +352,8 @@ bool netplay_resolve_input(netplay_t *netplay, size_t sim_ptr, bool resim)
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{
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unsigned dtype = netplay->config_devices[device]&RETRO_DEVICE_MASK;
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uint32_t dsize = netplay_expected_input_size(netplay, 1 << device);
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clients = netplay->device_clients[device];
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client_count = 0;
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clients = netplay->device_clients[device];
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client_count = 0;
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/* Make sure all real clients are accounted for */
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for (simstate = simframe->real_input[device]; simstate; simstate = simstate->next)
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