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No constructor to match the parameter list "SMAA: : ExternalStorage: : ExternalStorage" in

Time:09-25

 class SMAA {
Public:
The class ExternalStorage;

Enum Mode {MODE_SMAA_1X, MODE_SMAA_T2X MODE_SMAA_S2X, MODE_SMAA_4X};
Enum Preset {PRESET_LOW, PRESET_MEDIUM PRESET_HIGH, PRESET_ULTRA, PRESET_CUSTOM};
Enum Input {INPUT_LUMA, INPUT_COLOR INPUT_DEPTH};

/* *
* By default, two render targets will be created for storing
* intermediate calculations. If you have spare render targets,
* search for @ EXTERNAL_STORAGE.
*/
SMAA (ID3D10Device * device, int width, int height,
Preset Preset=PRESET_HIGH, bool predication=false, bool reprojection=false,
Const ExternalStorage & amp; Storage=ExternalStorage ());//here is the dislocation
~ SMAA ();

The class ExternalStorage {
Public:
ExternalStorage (ID3D10ShaderResourceView * edgesSRV=NULL,
ID3D10RenderTargetView * edgesRTV=NULL,
ID3D10ShaderResourceView * weightsSRV=NULL,
ID3D10RenderTargetView * weightsRTV=NULL)
: edgesSRV (edgesSRV),
EdgesRTV (edgesRTV),
WeightsSRV (weightsSRV),
WeightsRTV (weightsRTV) {}
EdgesSRV ID3D10ShaderResourceView * and * weightsSRV;
EdgesRTV ID3D10RenderTargetView * and * weightsRTV;
};

CodePudding user response:

To solve the problem for add 50 cent don't have to question the , the head is bald

CodePudding user response:

Compile environment as win10 vs2015

CodePudding user response:

You do not implement the default constructor
So you can't
Myclass * m1;
M1=new myclass

CodePudding user response:

After I reconstructed the default constructor , will be an error, without proper default constructor is available

CodePudding user response:

reference 3 floor truth is right or wrong response:
you do not implement the default constructor
So you can't
Myclass * m1;
M1=new myclass

"SMAA: : ExternalStorage" : no suitable default constructor is available

CodePudding user response:

Put behind the definition in front don't quote u
this is wrong,
 class SMAA {
Public:
The class ExternalStorage {
Public:
ExternalStorage (ID3D10ShaderResourceView * edgesSRV=NULL,
ID3D10RenderTargetView * edgesRTV=NULL,
ID3D10ShaderResourceView * weightsSRV=NULL,
ID3D10RenderTargetView * weightsRTV=NULL)
: edgesSRV (edgesSRV),
EdgesRTV (edgesRTV),
WeightsSRV (weightsSRV),
WeightsRTV (weightsRTV) {}
EdgesSRV ID3D10ShaderResourceView * and * weightsSRV;
EdgesRTV ID3D10RenderTargetView * and * weightsRTV;
};

Enum Mode {MODE_SMAA_1X, MODE_SMAA_T2X MODE_SMAA_S2X, MODE_SMAA_4X};
Enum Preset {PRESET_LOW, PRESET_MEDIUM PRESET_HIGH, PRESET_ULTRA, PRESET_CUSTOM};
Enum Input {INPUT_LUMA, INPUT_COLOR INPUT_DEPTH};

/* *
* By default, two render targets will be created for storing
* intermediate calculations. If you have spare render targets,
* search for @ EXTERNAL_STORAGE.
*/
SMAA (ID3D10Device * device, int width, int height,
Preset Preset=PRESET_HIGH, bool predication=false, bool reprojection=false,
Const ExternalStorage & amp; Storage=ExternalStorage ());//here is the dislocation
~ SMAA ();

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