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Samples: don't use auto where unnecessary
1 parent 6adc18e commit e77b05d

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9 files changed

+120
-196
lines changed

9 files changed

+120
-196
lines changed

Samples/Atmosphere/src/AtmosphereSample.cpp

Lines changed: 22 additions & 21 deletions
Original file line numberDiff line numberDiff line change
@@ -61,13 +61,13 @@ void AtmosphereSample::Initialize(const SampleInitInfo& InitInfo)
6161
{
6262
SampleBase::Initialize(InitInfo);
6363

64-
const auto& DeviceInfo = InitInfo.pDevice->GetDeviceInfo();
64+
const RenderDeviceInfo& DeviceInfo = InitInfo.pDevice->GetDeviceInfo();
6565

6666
// Due to a bug, NVidia OpenGL driver crashes when compiling shaders with row-major matrices
6767
// in nested structures.
6868
m_PackMatrixRowMajor = !DeviceInfo.IsGLDevice();
6969

70-
const auto AdatperType = InitInfo.pDevice->GetAdapterInfo().Type;
70+
const ADAPTER_TYPE AdatperType = InitInfo.pDevice->GetAdapterInfo().Type;
7171
if (AdatperType == ADAPTER_TYPE_INTEGRATED)
7272
{
7373
m_ShadowSettings.Resolution = 512;
@@ -80,10 +80,10 @@ void AtmosphereSample::Initialize(const SampleInitInfo& InitInfo)
8080
m_TerrainRenderParams.m_TexturingMode = RenderingParams::TM_MATERIAL_MASK;
8181
}
8282

83-
const auto& RG16UAttribs = m_pDevice->GetTextureFormatInfoExt(TEX_FORMAT_RG16_UNORM);
84-
const auto& RG32FAttribs = m_pDevice->GetTextureFormatInfoExt(TEX_FORMAT_RG32_FLOAT);
85-
m_bRG16UFmtSupported = RG16UAttribs.Supported && (RG16UAttribs.BindFlags & BIND_RENDER_TARGET);
86-
m_bRG32FFmtSupported = RG32FAttribs.Supported && (RG32FAttribs.BindFlags & BIND_RENDER_TARGET);
83+
const TextureFormatInfoExt& RG16UAttribs = m_pDevice->GetTextureFormatInfoExt(TEX_FORMAT_RG16_UNORM);
84+
const TextureFormatInfoExt& RG32FAttribs = m_pDevice->GetTextureFormatInfoExt(TEX_FORMAT_RG32_FLOAT);
85+
m_bRG16UFmtSupported = RG16UAttribs.Supported && (RG16UAttribs.BindFlags & BIND_RENDER_TARGET);
86+
m_bRG32FFmtSupported = RG32FAttribs.Supported && (RG32FAttribs.BindFlags & BIND_RENDER_TARGET);
8787
if (!m_bRG16UFmtSupported && !m_bRG32FFmtSupported)
8888
{
8989
m_PPAttribs.bUse1DMinMaxTree = FALSE;
@@ -138,8 +138,9 @@ void AtmosphereSample::Initialize(const SampleInitInfo& InitInfo)
138138
CreateUniformBuffer(m_pDevice, sizeof(CameraAttribs), "Camera Attribs CB", &m_pcbCameraAttribs);
139139
CreateUniformBuffer(m_pDevice, sizeof(LightAttribs), "Light Attribs CB", &m_pcbLightAttribs);
140140

141-
const auto& SCDesc = m_pSwapChain->GetDesc();
142-
m_pLightSctrPP = std::make_unique<EpipolarLightScattering>(EpipolarLightScattering::CreateInfo{
141+
const SwapChainDesc& SCDesc = m_pSwapChain->GetDesc();
142+
143+
m_pLightSctrPP = std::make_unique<EpipolarLightScattering>(EpipolarLightScattering::CreateInfo{
143144
m_pDevice,
144145
nullptr,
145146
m_pImmediateContext,
@@ -502,7 +503,7 @@ void AtmosphereSample::RenderShadowMap(IDeviceContext* pContext,
502503
const float4x4& mCameraView,
503504
const float4x4& mCameraProj)
504505
{
505-
auto& ShadowAttribs = LightAttribs.ShadowAttribs;
506+
ShadowMapAttribs& ShadowAttribs = LightAttribs.ShadowAttribs;
506507

507508
ShadowMapManager::DistributeCascadeInfo DistrInfo;
508509
DistrInfo.pCameraView = &mCameraView;
@@ -535,18 +536,18 @@ void AtmosphereSample::RenderShadowMap(IDeviceContext* pContext,
535536
// Render cascades
536537
for (int iCascade = 0; iCascade < m_TerrainRenderParams.m_iNumShadowCascades; ++iCascade)
537538
{
538-
auto* pCascadeDSV = m_ShadowMapMgr.GetCascadeDSV(iCascade);
539+
ITextureView* pCascadeDSV = m_ShadowMapMgr.GetCascadeDSV(iCascade);
539540

540541
m_pImmediateContext->SetRenderTargets(0, nullptr, pCascadeDSV, RESOURCE_STATE_TRANSITION_MODE_TRANSITION);
541542
m_pImmediateContext->ClearDepthStencil(pCascadeDSV, CLEAR_DEPTH_FLAG, 1.f, 0, RESOURCE_STATE_TRANSITION_MODE_TRANSITION);
542543

543-
const auto CascadeProjMatr = m_ShadowMapMgr.GetCascadeTransform(iCascade).Proj;
544+
const float4x4 CascadeProjMatr = m_ShadowMapMgr.GetCascadeTransform(iCascade).Proj;
544545

545-
const auto& WorldToLightViewSpaceMatr = m_PackMatrixRowMajor ?
546+
const float4x4& WorldToLightViewSpaceMatr = m_PackMatrixRowMajor ?
546547
ShadowAttribs.mWorldToLightView :
547548
ShadowAttribs.mWorldToLightView.Transpose();
548549

549-
const auto WorldToLightProjSpaceMatr = WorldToLightViewSpaceMatr * CascadeProjMatr;
550+
const float4x4 WorldToLightProjSpaceMatr = WorldToLightViewSpaceMatr * CascadeProjMatr;
550551

551552
{
552553
MapHelper<CameraAttribs> CamAttribs(m_pImmediateContext, m_pcbCameraAttribs, MAP_WRITE, MAP_FLAG_DISCARD);
@@ -594,10 +595,10 @@ void AtmosphereSample::Render()
594595
// The first time GetAmbientSkyLightSRV() is called, the ambient sky light texture
595596
// is computed and render target is set. So we need to query the texture before setting
596597
// render targets
597-
auto* pAmbientSkyLightSRV = m_pLightSctrPP->GetAmbientSkyLightSRV(m_pDevice, nullptr, m_pImmediateContext);
598+
ITextureView* pAmbientSkyLightSRV = m_pLightSctrPP->GetAmbientSkyLightSRV(m_pDevice, nullptr, m_pImmediateContext);
598599

599-
auto* pRTV = m_pSwapChain->GetCurrentBackBufferRTV();
600-
auto* pDSV = m_pSwapChain->GetDepthBufferDSV();
600+
ITextureView* pRTV = m_pSwapChain->GetCurrentBackBufferRTV();
601+
ITextureView* pDSV = m_pSwapChain->GetDepthBufferDSV();
601602
m_pImmediateContext->SetRenderTargets(1, &pRTV, pDSV, RESOURCE_STATE_TRANSITION_MODE_TRANSITION);
602603

603604
const float ClearColor[] = {0.350f, 0.350f, 0.350f, 1.0f};
@@ -635,8 +636,8 @@ void AtmosphereSample::Render()
635636
}
636637

637638
// Render terrain
638-
auto* pPrecomputedNetDensitySRV = m_pLightSctrPP->GetPrecomputedNetDensitySRV();
639-
m_TerrainRenderParams.DstRTVFormat = m_bEnableLightScattering ? m_pOffscreenColorBuffer->GetDesc().Format : m_pSwapChain->GetDesc().ColorBufferFormat;
639+
ITextureView* pPrecomputedNetDensitySRV = m_pLightSctrPP->GetPrecomputedNetDensitySRV();
640+
m_TerrainRenderParams.DstRTVFormat = m_bEnableLightScattering ? m_pOffscreenColorBuffer->GetDesc().Format : m_pSwapChain->GetDesc().ColorBufferFormat;
640641
m_EarthHemisphere.Render(m_pImmediateContext,
641642
m_TerrainRenderParams,
642643
m_f3CameraPos,
@@ -789,7 +790,7 @@ void ComputeApproximateNearFarPlaneDist(const float3& CameraPos,
789790

790791
void AtmosphereSample::Update(double CurrTime, double ElapsedTime, bool DoUpdateUI)
791792
{
792-
const auto& mouseState = m_InputController.GetMouseState();
793+
const MouseState& mouseState = m_InputController.GetMouseState();
793794

794795
float MouseDeltaX = 0;
795796
float MouseDeltaY = 0;
@@ -814,7 +815,7 @@ void AtmosphereSample::Update(double CurrTime, double ElapsedTime, bool DoUpdate
814815
m_f3CameraPos.y = std::max(m_f3CameraPos.y, 2000.f);
815816
m_f3CameraPos.y = std::min(m_f3CameraPos.y, 100000.f);
816817

817-
auto CameraRotationMatrix = m_CameraRotation.ToMatrix();
818+
float4x4 CameraRotationMatrix = m_CameraRotation.ToMatrix();
818819

819820
if ((m_LastMouseState.ButtonFlags & MouseState::BUTTON_FLAG_RIGHT) != 0)
820821
{
@@ -833,7 +834,7 @@ void AtmosphereSample::Update(double CurrTime, double ElapsedTime, bool DoUpdate
833834

834835
m_fElapsedTime = static_cast<float>(ElapsedTime);
835836

836-
const auto& SCDesc = m_pSwapChain->GetDesc();
837+
const SwapChainDesc& SCDesc = m_pSwapChain->GetDesc();
837838
// Set world/view/proj matrices and global shader constants
838839
float aspectRatio = (float)SCDesc.Width / SCDesc.Height;
839840

Samples/Atmosphere/src/Terrain/EarthHemisphere.cpp

Lines changed: 23 additions & 101 deletions
Original file line numberDiff line numberDiff line change
@@ -1,5 +1,5 @@
11
/*
2-
* Copyright 2019-2024 Diligent Graphics LLC
2+
* Copyright 2019-2025 Diligent Graphics LLC
33
* Copyright 2015-2019 Egor Yusov
44
*
55
* Licensed under the Apache License, Version 2.0 (the "License");
@@ -245,7 +245,7 @@ class RingMeshBuilder
245245
enum QUAD_TRIANGULATION_TYPE QuadTriangType)
246246
{
247247
m_RingMeshes.push_back(RingSectorMesh());
248-
auto& CurrMesh = m_RingMeshes.back();
248+
RingSectorMesh& CurrMesh = m_RingMeshes.back();
249249

250250
std::vector<Uint32> IB;
251251
StdTriStrip32 TriStrip(IB, StdIndexGenerator(m_iGridDimenion));
@@ -267,12 +267,12 @@ class RingMeshBuilder
267267
VERIFY(CurrMesh.pIndBuff, "Failed to create index buffer");
268268

269269
// Compute bounding box
270-
auto& BB = CurrMesh.BndBox;
271-
BB.Max = float3(-FLT_MAX, -FLT_MAX, -FLT_MAX);
272-
BB.Min = float3(+FLT_MAX, +FLT_MAX, +FLT_MAX);
270+
BoundBox& BB{CurrMesh.BndBox};
271+
BB.Max = float3(-FLT_MAX, -FLT_MAX, -FLT_MAX);
272+
BB.Min = float3(+FLT_MAX, +FLT_MAX, +FLT_MAX);
273273
for (auto Ind = IB.begin(); Ind != IB.end(); ++Ind)
274274
{
275-
const auto& CurrVert = m_VB[*Ind].f3WorldPos;
275+
const float3& CurrVert = m_VB[*Ind].f3WorldPos;
276276

277277
BB.Min = std::min(BB.Min, CurrVert);
278278
BB.Max = std::max(BB.Max, CurrVert);
@@ -320,8 +320,8 @@ void GenerateSphereGeometry(IRenderDevice* pDevice,
320320
for (int iRow = 0; iRow < iGridDimension; ++iRow)
321321
for (int iCol = 0; iCol < iGridDimension; ++iCol)
322322
{
323-
auto& CurrVert = VB[iCurrGridStart + iCol + iRow * iGridDimension];
324-
auto& f3Pos = CurrVert.f3WorldPos;
323+
HemisphereVertex& CurrVert = VB[iCurrGridStart + iCol + iRow * iGridDimension];
324+
float3& f3Pos = CurrVert.f3WorldPos;
325325

326326
f3Pos.x = static_cast<float>(iCol) / static_cast<float>(iGridDimension - 1);
327327
f3Pos.z = static_cast<float>(iRow) / static_cast<float>(iGridDimension - 1);
@@ -360,19 +360,19 @@ void GenerateSphereGeometry(IRenderDevice* pDevice,
360360
// Top & bottom boundaries
361361
for (int iRow = 0; iRow < iGridDimension; iRow += iGridDimension - 1)
362362
{
363-
const auto& V0 = VB[iCurrGridStart + i - 1 + iRow * iGridDimension].f3WorldPos;
364-
auto& V1 = VB[iCurrGridStart + i + 0 + iRow * iGridDimension].f3WorldPos;
365-
const auto& V2 = VB[iCurrGridStart + i + 1 + iRow * iGridDimension].f3WorldPos;
366-
V1 = (V0 + V2) / 2.f;
363+
const float3& V0 = VB[iCurrGridStart + i - 1 + iRow * iGridDimension].f3WorldPos;
364+
float3& V1 = VB[iCurrGridStart + i + 0 + iRow * iGridDimension].f3WorldPos;
365+
const float3& V2 = VB[iCurrGridStart + i + 1 + iRow * iGridDimension].f3WorldPos;
366+
V1 = (V0 + V2) / 2.f;
367367
}
368368

369369
// Left & right boundaries
370370
for (int iCol = 0; iCol < iGridDimension; iCol += iGridDimension - 1)
371371
{
372-
const auto& V0 = VB[iCurrGridStart + iCol + (i - 1) * iGridDimension].f3WorldPos;
373-
auto& V1 = VB[iCurrGridStart + iCol + (i + 0) * iGridDimension].f3WorldPos;
374-
const auto& V2 = VB[iCurrGridStart + iCol + (i + 1) * iGridDimension].f3WorldPos;
375-
V1 = (V0 + V2) / 2.f;
372+
const float3& V0 = VB[iCurrGridStart + iCol + (i - 1) * iGridDimension].f3WorldPos;
373+
float3& V1 = VB[iCurrGridStart + iCol + (i + 0) * iGridDimension].f3WorldPos;
374+
const float3& V2 = VB[iCurrGridStart + iCol + (i + 1) * iGridDimension].f3WorldPos;
375+
V1 = (V0 + V2) / 2.f;
376376
}
377377
}
378378
}
@@ -411,84 +411,6 @@ void GenerateSphereGeometry(IRenderDevice* pDevice,
411411
// clang-format on
412412
}
413413
}
414-
415-
// We do not need per-vertex normals as we use normal map to shade terrain
416-
// Sphere tangent vertex are computed in the shader
417-
#if 0
418-
// Compute normals
419-
const float3 *pV0 = nullptr;
420-
const float3 *pV1 = &VB[ IB[0] ].f3WorldPos;
421-
const float3 *pV2 = &VB[ IB[1] ].f3WorldPos;
422-
float fSign = +1;
423-
for(Uint32 Ind=2; Ind < m_uiIndicesInIndBuff; ++Ind)
424-
{
425-
fSign = -fSign;
426-
pV0 = pV1;
427-
pV1 = pV2;
428-
pV2 = &VB[ IB[Ind] ].f3WorldPos;
429-
float3 Rib0 = *pV0 - *pV1;
430-
float3 Rib1 = *pV1 - *pV2;
431-
float3 TriN;
432-
D3DXVec3Cross(&TriN, &Rib0, &Rib1);
433-
float fLength = D3DXVec3Length(&TriN);
434-
if( fLength > 0.1 )
435-
{
436-
TriN /= fLength*fSign;
437-
for(int i=-2; i <= 0; ++i)
438-
VB[ IB[Ind+i] ].f3Normal += TriN;
439-
}
440-
}
441-
for(auto VBIt=VB.begin(); VBIt != VB.end(); ++VBIt)
442-
{
443-
float fLength = D3DXVec3Length(&VBIt->f3Normal);
444-
if( fLength > 1 )
445-
VBIt->f3Normal /= fLength;
446-
}
447-
448-
// Adjust normals on boundaries
449-
for(int iRing = iStartRing; iRing < iNumRings-1; ++iRing)
450-
{
451-
int iCurrGridStart = (iRing-iStartRing) * iGridDimension*iGridDimension;
452-
int iNextGridStart = (iRing-iStartRing+1) * iGridDimension*iGridDimension;
453-
for(int i=0; i < iGridDimension; i+=2)
454-
{
455-
for(int Bnd=0; Bnd < 2; ++Bnd)
456-
{
457-
const int CurrGridOffsets[] = {0, iGridDimension-1};
458-
const int NextGridPffsets[] = {iGridQuart, iGridQuart*3};
459-
// Left and right boundaries
460-
{
461-
auto &CurrGridN = VB[iCurrGridStart + CurrGridOffsets[Bnd] + i*iGridDimension].f3Normal;
462-
auto &NextGridN = VB[iNextGridStart + NextGridPffsets[Bnd] + (iGridQuart+i/2)*iGridDimension].f3Normal;
463-
auto NewN = CurrGridN + NextGridN;
464-
D3DXVec3Normalize(&NewN, &NewN);
465-
CurrGridN = NextGridN = NewN;
466-
if( i > 1 )
467-
{
468-
auto &PrevCurrGridN = VB[iCurrGridStart + CurrGridOffsets[Bnd] + (i-2)*iGridDimension].f3Normal;
469-
auto MiddleN = PrevCurrGridN + NewN;
470-
D3DXVec3Normalize( &VB[iCurrGridStart + CurrGridOffsets[Bnd] + (i-1)*iGridDimension].f3Normal, &MiddleN);
471-
}
472-
}
473-
474-
// Bottom and top boundaries
475-
{
476-
auto &CurrGridN = VB[iCurrGridStart + i + CurrGridOffsets[Bnd]*iGridDimension].f3Normal;
477-
auto &NextGridN = VB[iNextGridStart + (iGridQuart+i/2) + NextGridPffsets[Bnd]*iGridDimension].f3Normal;
478-
auto NewN = CurrGridN + NextGridN;
479-
D3DXVec3Normalize(&NewN, &NewN);
480-
CurrGridN = NextGridN = NewN;
481-
if( i > 1 )
482-
{
483-
auto &PrevCurrGridN = VB[iCurrGridStart + (i-2) + CurrGridOffsets[Bnd]*iGridDimension].f3Normal;
484-
auto MiddleN = PrevCurrGridN + NewN;
485-
D3DXVec3Normalize( &VB[iCurrGridStart + (i-1) + CurrGridOffsets[Bnd]*iGridDimension].f3Normal, &MiddleN);
486-
}
487-
}
488-
}
489-
}
490-
}
491-
#endif
492414
}
493415

494416

@@ -530,7 +452,7 @@ void EarthHemsiphere::RenderNormalMap(IRenderDevice* pDevice,
530452
size_t CurrMipStride = iHeightMapDim / 2;
531453
for (Uint32 uiMipLevel = 1; uiMipLevel < HeightMapDesc.MipLevels; ++uiMipLevel)
532454
{
533-
const auto MipProps = GetMipLevelProperties(HeightMapDesc, uiMipLevel);
455+
const MipLevelProperties MipProps = GetMipLevelProperties(HeightMapDesc, uiMipLevel);
534456
for (size_t Row = 0; Row < MipProps.LogicalHeight; ++Row)
535457
{
536458
for (size_t Col = 0; Col < MipProps.LogicalWidth; ++Col)
@@ -580,7 +502,7 @@ void EarthHemsiphere::RenderNormalMap(IRenderDevice* pDevice,
580502
pContext->SetPipelineState(pRenderNormalMapPSO);
581503
pContext->CommitShaderResources(pRenderNormalMapSRB, RESOURCE_STATE_TRANSITION_MODE_TRANSITION);
582504

583-
const auto& NormalMapDesc = ptex2DNormalMap->GetDesc();
505+
const TextureDesc& NormalMapDesc = ptex2DNormalMap->GetDesc();
584506
for (Uint32 uiMipLevel = 0; uiMipLevel < NormalMapDesc.MipLevels; ++uiMipLevel)
585507
{
586508
TextureViewDesc TexViewDesc;
@@ -680,7 +602,7 @@ void EarthHemsiphere::Create(class ElevationDataSource* pDataSource,
680602

681603
RefCntAutoPtr<ITexture> ptex2DMtrlMask;
682604
CreateTextureFromFile(MaterialMaskPath, TextureLoadInfo(), pDevice, &ptex2DMtrlMask);
683-
auto ptex2DMtrlMaskSRV = ptex2DMtrlMask->GetDefaultView(TEXTURE_VIEW_SHADER_RESOURCE);
605+
ITextureView* ptex2DMtrlMaskSRV = ptex2DMtrlMask->GetDefaultView(TEXTURE_VIEW_SHADER_RESOURCE);
684606
m_pResMapping->AddResource("g_tex2DMtrlMap", ptex2DMtrlMaskSRV, true);
685607

686608
// Load tiles
@@ -717,7 +639,7 @@ void EarthHemsiphere::Create(class ElevationDataSource* pDataSource,
717639
});
718640

719641
auto PipelineCallback = MakeCallback([&](PipelineStateCreateInfo& pPipelineCI) {
720-
auto& GraphicsPipelineCI{static_cast<GraphicsPipelineStateCreateInfo&>(pPipelineCI)};
642+
GraphicsPipelineStateCreateInfo& GraphicsPipelineCI{static_cast<GraphicsPipelineStateCreateInfo&>(pPipelineCI)};
721643
GraphicsPipelineCI.GraphicsPipeline.DSVFormat = m_Params.ShadowMapFormat;
722644
});
723645
m_pRSNLoader->LoadPipelineState({"Render Hemisphere Z Only", PIPELINE_TYPE_GRAPHICS, false, false, PipelineCallback, PipelineCallback, ShaderCallback, ShaderCallback}, &m_pHemisphereZOnlyPSO);
@@ -790,7 +712,7 @@ void EarthHemsiphere::Render(IDeviceContext* pContext,
790712
});
791713

792714
auto PipelineCallback = MakeCallback([&](PipelineStateCreateInfo& pPipelineCI) {
793-
auto& GraphicsPipelineCI{static_cast<GraphicsPipelineStateCreateInfo&>(pPipelineCI)};
715+
GraphicsPipelineStateCreateInfo& GraphicsPipelineCI{static_cast<GraphicsPipelineStateCreateInfo&>(pPipelineCI)};
794716
GraphicsPipelineCI.GraphicsPipeline.DSVFormat = TEX_FORMAT_D32_FLOAT;
795717
GraphicsPipelineCI.GraphicsPipeline.RTVFormats[0] = m_Params.DstRTVFormat;
796718
GraphicsPipelineCI.GraphicsPipeline.NumRenderTargets = 1;
@@ -802,8 +724,8 @@ void EarthHemsiphere::Render(IDeviceContext* pContext,
802724
m_pHemisphereSRB->BindResources(SHADER_TYPE_VERTEX, m_pResMapping, BIND_SHADER_RESOURCES_KEEP_EXISTING);
803725
}
804726

805-
ViewFrustumExt ViewFrustum;
806-
auto DevType = m_pDevice->GetDeviceInfo().Type;
727+
ViewFrustumExt ViewFrustum;
728+
RENDER_DEVICE_TYPE DevType = m_pDevice->GetDeviceInfo().Type;
807729
ExtractViewFrustumPlanesFromMatrix(CameraViewProjMatrix, ViewFrustum, DevType == RENDER_DEVICE_TYPE_D3D11 || DevType == RENDER_DEVICE_TYPE_D3D12);
808730

809731
{

Samples/Atmosphere/src/Terrain/ElevationDataSource.cpp

Lines changed: 4 additions & 4 deletions
Original file line numberDiff line numberDiff line change
@@ -1,5 +1,5 @@
11
/*
2-
* Copyright 2019-2024 Diligent Graphics LLC
2+
* Copyright 2019-2025 Diligent Graphics LLC
33
* Copyright 2015-2019 Egor Yusov
44
*
55
* Licensed under the Apache License, Version 2.0 (the "License");
@@ -69,8 +69,8 @@ ElevationDataSource::ElevationDataSource(const Char* strSrcDemFile) :
6969
RefCntAutoPtr<Image> pHeightMap;
7070
CreateImageFromFile(strSrcDemFile, &pHeightMap);
7171

72-
const auto& ImgInfo = pHeightMap->GetDesc();
73-
auto* pImageData = pHeightMap->GetData();
72+
const ImageDesc& ImgInfo = pHeightMap->GetDesc();
73+
IDataBlob* pImageData = pHeightMap->GetData();
7474
// Calculate minimal number of columns and rows
7575
// in the form 2^n+1 that encompass the data
7676
m_iNumCols = 1;
@@ -138,7 +138,7 @@ ElevationDataSource::ElevationDataSource(const Char* strSrcDemFile) :
138138

139139
m_GlobalMinElevation = m_TheHeightMap[0];
140140
m_GlobalMaxElevation = m_TheHeightMap[0];
141-
for (auto Elev : m_TheHeightMap)
141+
for (Uint16 Elev : m_TheHeightMap)
142142
{
143143
m_GlobalMinElevation = std::min(m_GlobalMinElevation, Elev);
144144
m_GlobalMaxElevation = std::max(m_GlobalMaxElevation, Elev);

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