BoolConvertible: Hacks to fix MSVC build

This commit is contained in:
Luke Street 2022-02-22 00:53:17 -05:00
parent 883681cafb
commit 5772c54b99
4 changed files with 8 additions and 8 deletions

View File

@ -153,7 +153,7 @@ namespace dawn::native {
texture->GetSampleCount(), texture, bindingInfo.texture.multisampled);
// TODO(dawn:563): Improve error message.
DAWN_INVALID_IF((supportedTypes & requiredType) == 0,
DAWN_INVALID_IF((supportedTypes & requiredType).value == 0,
"Texture component type usage mismatch.");
DAWN_INVALID_IF(

View File

@ -84,19 +84,19 @@ namespace dawn::native {
}
bool Format::HasDepth() const {
return (aspects & Aspect::Depth) != 0;
return (aspects & Aspect::Depth).value != 0;
}
bool Format::HasStencil() const {
return (aspects & Aspect::Stencil) != 0;
return (aspects & Aspect::Stencil).value != 0;
}
bool Format::HasDepthOrStencil() const {
return (aspects & (Aspect::Depth | Aspect::Stencil)) != 0;
return (aspects & (Aspect::Depth | Aspect::Stencil)).value != 0;
}
bool Format::IsMultiPlanar() const {
return (aspects & (Aspect::Plane0 | Aspect::Plane1)) != 0;
return (aspects & (Aspect::Plane0 | Aspect::Plane1)).value != 0;
}
bool Format::CopyCompatibleWith(const Format& format) const {
@ -196,7 +196,7 @@ namespace dawn::native {
UNREACHABLE();
}
} else {
ASSERT((sampleTypes & SampleTypeBit::Float) != 0);
ASSERT((sampleTypes & SampleTypeBit::Float).value != 0);
firstAspect->baseType = wgpu::TextureComponentType::Float;
}
firstAspect->supportedSampleTypes = sampleTypes;

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@ -500,7 +500,7 @@ namespace dawn::native {
// TODO(dawn:563): Provide info about the sample types.
DAWN_INVALID_IF((SampleTypeToSampleTypeBit(layoutInfo.texture.sampleType) &
shaderInfo.texture.compatibleSampleTypes) == 0,
shaderInfo.texture.compatibleSampleTypes).value == 0,
"The sample type in the shader is not compatible with the "
"sample type of the layout.");

View File

@ -317,7 +317,7 @@ namespace dawn::native {
// doesn't support depth/stencil formats on 3D textures.
DAWN_INVALID_IF(
descriptor->dimension != wgpu::TextureDimension::e2D &&
(format->aspects & (Aspect::Depth | Aspect::Stencil)) != 0,
(format->aspects & (Aspect::Depth | Aspect::Stencil)).value != 0,
"The dimension (%s) of a texture with a depth/stencil format (%s) is not 2D.",
descriptor->dimension, format->format);