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WinRT: removed a bit of unused code from the D3D 11.1 renderer
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@@ -157,7 +157,6 @@ D3D11_CreateRenderer(SDL_Window * window, Uint32 flags)
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return NULL;
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}
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data->featureLevel = (D3D_FEATURE_LEVEL) 0;
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data->loadingComplete = false;
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data->windowSizeInDIPs = XMFLOAT2(0, 0);
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data->renderTargetSize = XMFLOAT2(0, 0);
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@@ -555,7 +554,6 @@ D3D11_CreateDeviceResources(SDL_Renderer * renderer)
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//
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// All done!
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//
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data->loadingComplete = true; // This variable can probably be factored-out
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return S_OK;
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}
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@@ -49,7 +49,6 @@ typedef struct
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Microsoft::WRL::ComPtr<ID3D11SamplerState> mainSampler;
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Microsoft::WRL::ComPtr<ID3D11RasterizerState> mainRasterizer;
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D3D_FEATURE_LEVEL featureLevel;
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bool loadingComplete;
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// Vertex buffer constants:
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SDL_VertexShaderConstants vertexShaderConstantsData;
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