Add explicit to D3D12 specific files.
This CL updates the d3d12 files to add explicit to single parameter constructors. Bug: dawn:1339 Change-Id: I7896fa37a5eed90fb4184951bd4d823f96d8e88b Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/86642 Kokoro: Kokoro <noreply+kokoro@google.com> Reviewed-by: Ben Clayton <bclayton@google.com> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Dan Sinclair <dsinclair@chromium.org> Auto-Submit: Dan Sinclair <dsinclair@chromium.org>
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@ -25,7 +25,7 @@ namespace dawn::native::d3d12 {
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class Backend : public BackendConnection {
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public:
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Backend(InstanceBase* instance);
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explicit Backend(InstanceBase* instance);
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MaybeError Initialize();
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@ -29,7 +29,7 @@ namespace dawn::native::d3d12 {
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class CommandAllocatorManager {
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public:
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CommandAllocatorManager(Device* device);
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explicit CommandAllocatorManager(Device* device);
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// A CommandAllocator that is reserved must be used on the next ExecuteCommandLists
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// otherwise its commands may be reset before execution has completed on the GPU
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@ -312,7 +312,7 @@ namespace dawn::native::d3d12 {
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using Base = BindGroupTrackerBase;
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public:
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BindGroupStateTracker(Device* device)
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explicit BindGroupStateTracker(Device* device)
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: BindGroupTrackerBase(),
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mDevice(device),
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mViewAllocator(device->GetViewShaderVisibleDescriptorAllocator()),
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@ -31,7 +31,7 @@ namespace dawn::native::d3d12 {
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// Wraps 11 wrapped resources in a cache.
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class D3D11on12ResourceCacheEntry : public RefCounted {
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public:
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D3D11on12ResourceCacheEntry(ComPtr<ID3D11On12Device> d3d11on12Device);
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explicit D3D11on12ResourceCacheEntry(ComPtr<ID3D11On12Device> d3d11on12Device);
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D3D11on12ResourceCacheEntry(ComPtr<IDXGIKeyedMutex> d3d11on12Resource,
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ComPtr<ID3D11On12Device> d3d11on12Device);
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~D3D11on12ResourceCacheEntry();
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@ -35,7 +35,7 @@ namespace dawn::native::d3d12 {
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// operations is extracted from the descriptors.
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class RenderPassBuilder {
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public:
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RenderPassBuilder(bool hasUAV);
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explicit RenderPassBuilder(bool hasUAV);
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// Returns the highest color attachment index + 1. If there is no color attachment, returns
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// 0. Range: [0, kMaxColorAttachments + 1)
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@ -30,7 +30,7 @@ namespace dawn::native::d3d12 {
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class ResidencyManager {
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public:
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ResidencyManager(Device* device);
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explicit ResidencyManager(Device* device);
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MaybeError LockAllocation(Pageable* pageable);
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void UnlockAllocation(Pageable* pageable);
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@ -57,7 +57,7 @@ namespace dawn::native::d3d12 {
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// multiple allocation methods.
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class ResourceAllocatorManager {
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public:
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ResourceAllocatorManager(Device* device);
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explicit ResourceAllocatorManager(Device* device);
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ResultOrError<ResourceHeapAllocation> AllocateMemory(
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D3D12_HEAP_TYPE heapType,
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@ -45,7 +45,7 @@ namespace dawn::native::d3d12 {
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class SamplerHeapCacheEntry : public RefCounted {
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public:
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SamplerHeapCacheEntry() = default;
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SamplerHeapCacheEntry(std::vector<Sampler*> samplers);
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explicit SamplerHeapCacheEntry(std::vector<Sampler*> samplers);
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SamplerHeapCacheEntry(SamplerHeapCache* cache,
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StagingDescriptorAllocator* allocator,
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std::vector<Sampler*> samplers,
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@ -83,7 +83,7 @@ namespace dawn::native::d3d12 {
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// BindGroup.
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class SamplerHeapCache {
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public:
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SamplerHeapCache(Device* device);
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explicit SamplerHeapCache(Device* device);
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~SamplerHeapCache();
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ResultOrError<Ref<SamplerHeapCacheEntry>> GetOrCreate(
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