diff --git a/dlls/d3d11/view.c b/dlls/d3d11/view.c index d0d1b243ccb..5e4896579cf 100644 --- a/dlls/d3d11/view.c +++ b/dlls/d3d11/view.c @@ -183,17 +183,17 @@ static HRESULT normalize_dsv_desc(D3D11_DEPTH_STENCIL_VIEW_DESC *desc, ID3D11Res switch (desc->ViewDimension) { case D3D11_DSV_DIMENSION_TEXTURE1DARRAY: - if (desc->u.Texture1DArray.ArraySize == -1 && desc->u.Texture1DArray.FirstArraySlice < layer_count) + if (desc->u.Texture1DArray.ArraySize == ~0u && desc->u.Texture1DArray.FirstArraySlice < layer_count) desc->u.Texture1DArray.ArraySize = layer_count - desc->u.Texture1DArray.ArraySize; break; case D3D11_DSV_DIMENSION_TEXTURE2DARRAY: - if (desc->u.Texture2DArray.ArraySize == -1 && desc->u.Texture2DArray.FirstArraySlice < layer_count) + if (desc->u.Texture2DArray.ArraySize == ~0u && desc->u.Texture2DArray.FirstArraySlice < layer_count) desc->u.Texture2DArray.ArraySize = layer_count - desc->u.Texture2DArray.FirstArraySlice; break; case D3D11_DSV_DIMENSION_TEXTURE2DMSARRAY: - if (desc->u.Texture2DMSArray.ArraySize == -1 && desc->u.Texture2DMSArray.FirstArraySlice < layer_count) + if (desc->u.Texture2DMSArray.ArraySize == ~0u && desc->u.Texture2DMSArray.FirstArraySlice < layer_count) desc->u.Texture2DMSArray.ArraySize = layer_count - desc->u.Texture2DMSArray.FirstArraySlice; break; @@ -411,23 +411,23 @@ static HRESULT normalize_rtv_desc(D3D11_RENDER_TARGET_VIEW_DESC *desc, ID3D11Res switch (desc->ViewDimension) { case D3D11_RTV_DIMENSION_TEXTURE1DARRAY: - if (desc->u.Texture1DArray.ArraySize == -1 && desc->u.Texture1DArray.FirstArraySlice < layer_count) + if (desc->u.Texture1DArray.ArraySize == ~0u && desc->u.Texture1DArray.FirstArraySlice < layer_count) desc->u.Texture1DArray.ArraySize = layer_count - desc->u.Texture1DArray.ArraySize; break; case D3D11_RTV_DIMENSION_TEXTURE2DARRAY: - if (desc->u.Texture2DArray.ArraySize == -1 && desc->u.Texture2DArray.FirstArraySlice < layer_count) + if (desc->u.Texture2DArray.ArraySize == ~0u && desc->u.Texture2DArray.FirstArraySlice < layer_count) desc->u.Texture2DArray.ArraySize = layer_count - desc->u.Texture2DArray.FirstArraySlice; break; case D3D11_RTV_DIMENSION_TEXTURE2DMSARRAY: - if (desc->u.Texture2DMSArray.ArraySize == -1 && desc->u.Texture2DMSArray.FirstArraySlice < layer_count) + if (desc->u.Texture2DMSArray.ArraySize == ~0u && desc->u.Texture2DMSArray.FirstArraySlice < layer_count) desc->u.Texture2DMSArray.ArraySize = layer_count - desc->u.Texture2DMSArray.FirstArraySlice; break; case D3D11_RTV_DIMENSION_TEXTURE3D: layer_count = max(1, layer_count >> desc->u.Texture3D.MipSlice); - if (desc->u.Texture3D.WSize == -1 && desc->u.Texture3D.FirstWSlice < layer_count) + if (desc->u.Texture3D.WSize == ~0u && desc->u.Texture3D.FirstWSlice < layer_count) desc->u.Texture3D.WSize = layer_count - desc->u.Texture3D.FirstWSlice; break; @@ -650,48 +650,48 @@ static HRESULT normalize_srv_desc(D3D11_SHADER_RESOURCE_VIEW_DESC *desc, ID3D11R switch (desc->ViewDimension) { case D3D11_SRV_DIMENSION_TEXTURE1D: - if (desc->u.Texture1D.MipLevels == -1 && desc->u.Texture1D.MostDetailedMip < miplevel_count) + if (desc->u.Texture1D.MipLevels == ~0u && desc->u.Texture1D.MostDetailedMip < miplevel_count) desc->u.Texture1D.MipLevels = miplevel_count - desc->u.Texture1D.MostDetailedMip; break; case D3D11_SRV_DIMENSION_TEXTURE1DARRAY: - if (desc->u.Texture1DArray.MipLevels == -1 && desc->u.Texture1DArray.MostDetailedMip < miplevel_count) + if (desc->u.Texture1DArray.MipLevels == ~0u && desc->u.Texture1DArray.MostDetailedMip < miplevel_count) desc->u.Texture1DArray.MipLevels = miplevel_count - desc->u.Texture1DArray.MostDetailedMip; - if (desc->u.Texture1DArray.ArraySize == -1 && desc->u.Texture1DArray.FirstArraySlice < miplevel_count) + if (desc->u.Texture1DArray.ArraySize == ~0u && desc->u.Texture1DArray.FirstArraySlice < miplevel_count) desc->u.Texture1DArray.ArraySize = layer_count - desc->u.Texture1DArray.FirstArraySlice; break; case D3D11_SRV_DIMENSION_TEXTURE2D: - if (desc->u.Texture2D.MipLevels == -1 && desc->u.Texture2D.MostDetailedMip < miplevel_count) + if (desc->u.Texture2D.MipLevels == ~0u && desc->u.Texture2D.MostDetailedMip < miplevel_count) desc->u.Texture2D.MipLevels = miplevel_count - desc->u.Texture2D.MostDetailedMip; break; case D3D11_SRV_DIMENSION_TEXTURE2DARRAY: - if (desc->u.Texture2DArray.MipLevels == -1 && desc->u.Texture2DArray.MostDetailedMip < miplevel_count) + if (desc->u.Texture2DArray.MipLevels == ~0u && desc->u.Texture2DArray.MostDetailedMip < miplevel_count) desc->u.Texture2DArray.MipLevels = miplevel_count - desc->u.Texture2DArray.MostDetailedMip; - if (desc->u.Texture2DArray.ArraySize == -1 && desc->u.Texture2DArray.FirstArraySlice < layer_count) + if (desc->u.Texture2DArray.ArraySize == ~0u && desc->u.Texture2DArray.FirstArraySlice < layer_count) desc->u.Texture2DArray.ArraySize = layer_count - desc->u.Texture2DArray.FirstArraySlice; break; case D3D11_SRV_DIMENSION_TEXTURE2DMSARRAY: - if (desc->u.Texture2DMSArray.ArraySize == -1 && desc->u.Texture2DMSArray.FirstArraySlice < layer_count) + if (desc->u.Texture2DMSArray.ArraySize == ~0u && desc->u.Texture2DMSArray.FirstArraySlice < layer_count) desc->u.Texture2DMSArray.ArraySize = layer_count - desc->u.Texture2DMSArray.FirstArraySlice; break; case D3D11_SRV_DIMENSION_TEXTURE3D: - if (desc->u.Texture3D.MipLevels == -1 && desc->u.Texture3D.MostDetailedMip < miplevel_count) + if (desc->u.Texture3D.MipLevels == ~0u && desc->u.Texture3D.MostDetailedMip < miplevel_count) desc->u.Texture3D.MipLevels = miplevel_count - desc->u.Texture3D.MostDetailedMip; break; case D3D11_SRV_DIMENSION_TEXTURECUBE: - if (desc->u.TextureCube.MipLevels == -1 && desc->u.TextureCube.MostDetailedMip < miplevel_count) + if (desc->u.TextureCube.MipLevels == ~0u && desc->u.TextureCube.MostDetailedMip < miplevel_count) desc->u.TextureCube.MipLevels = miplevel_count - desc->u.TextureCube.MostDetailedMip; break; case D3D11_SRV_DIMENSION_TEXTURECUBEARRAY: - if (desc->u.TextureCubeArray.MipLevels == -1 && desc->u.TextureCubeArray.MostDetailedMip < miplevel_count) + if (desc->u.TextureCubeArray.MipLevels == ~0u && desc->u.TextureCubeArray.MostDetailedMip < miplevel_count) desc->u.TextureCubeArray.MipLevels = miplevel_count - desc->u.TextureCubeArray.MostDetailedMip; - if (desc->u.TextureCubeArray.NumCubes == -1 && desc->u.TextureCubeArray.First2DArrayFace < layer_count) + if (desc->u.TextureCubeArray.NumCubes == ~0u && desc->u.TextureCubeArray.First2DArrayFace < layer_count) desc->u.TextureCubeArray.NumCubes = (layer_count - desc->u.TextureCubeArray.First2DArrayFace) / 6; break;