fix compilation issues

This commit is contained in:
Jan
2022-03-27 16:28:25 +02:00
parent 99d5caf1f2
commit 7c9805b4ba
3 changed files with 32 additions and 153 deletions

View File

@ -48,40 +48,43 @@ ShaderArgumentLiteralSource::ShaderArgumentLiteralSource(float value[4])
{
}
bool techset::operator<(const ShaderArgumentLiteralSource& lhs, const ShaderArgumentLiteralSource& rhs)
namespace techset
{
if (lhs.m_value[0] < rhs.m_value[0])
return true;
if (lhs.m_value[0] > rhs.m_value[0])
bool operator<(const ShaderArgumentLiteralSource& lhs, const ShaderArgumentLiteralSource& rhs)
{
if (lhs.m_value[0] < rhs.m_value[0])
return true;
if (lhs.m_value[0] > rhs.m_value[0])
return false;
if (lhs.m_value[1] < rhs.m_value[1])
return true;
if (lhs.m_value[1] > rhs.m_value[1])
return false;
if (lhs.m_value[2] < rhs.m_value[2])
return true;
if (lhs.m_value[2] > rhs.m_value[2])
return false;
if (lhs.m_value[3] < rhs.m_value[3])
return true;
if (lhs.m_value[3] > rhs.m_value[3])
return false;
return false;
if (lhs.m_value[1] < rhs.m_value[1])
return true;
if (lhs.m_value[1] > rhs.m_value[1])
return false;
if (lhs.m_value[2] < rhs.m_value[2])
return true;
if (lhs.m_value[2] > rhs.m_value[2])
return false;
if (lhs.m_value[3] < rhs.m_value[3])
return true;
if (lhs.m_value[3] > rhs.m_value[3])
return false;
return false;
}
}
bool techset::operator<=(const ShaderArgumentLiteralSource& lhs, const ShaderArgumentLiteralSource& rhs)
{
return !(rhs < lhs);
}
bool operator<=(const ShaderArgumentLiteralSource& lhs, const ShaderArgumentLiteralSource& rhs)
{
return !(rhs < lhs);
}
bool techset::operator>(const ShaderArgumentLiteralSource& lhs, const ShaderArgumentLiteralSource& rhs)
{
return rhs < lhs;
}
bool operator>(const ShaderArgumentLiteralSource& lhs, const ShaderArgumentLiteralSource& rhs)
{
return rhs < lhs;
}
bool techset::operator>=(const ShaderArgumentLiteralSource& lhs, const ShaderArgumentLiteralSource& rhs)
{
return !(lhs < rhs);
bool operator>=(const ShaderArgumentLiteralSource& lhs, const ShaderArgumentLiteralSource& rhs)
{
return !(lhs < rhs);
}
}
ShaderArgumentMaterialSource::ShaderArgumentMaterialSource()