mirror of
https://github.com/yawut/SDL.git
synced 2026-09-08 17:16:19 -05:00
WinRT: removed unneeded Direct3D stencil buffer code
This commit is contained in:
@@ -359,15 +359,6 @@ void SDL_winrtrenderer::CreateWindowSizeDependentResources()
|
||||
)
|
||||
);
|
||||
|
||||
CD3D11_DEPTH_STENCIL_VIEW_DESC depthStencilViewDesc(D3D11_DSV_DIMENSION_TEXTURE2D);
|
||||
DX::ThrowIfFailed(
|
||||
m_d3dDevice->CreateDepthStencilView(
|
||||
depthStencil.Get(),
|
||||
&depthStencilViewDesc,
|
||||
&m_depthStencilView
|
||||
)
|
||||
);
|
||||
|
||||
// Set the rendering viewport to target the entire window.
|
||||
CD3D11_VIEWPORT viewport(
|
||||
0.0f,
|
||||
@@ -431,7 +422,6 @@ void SDL_winrtrenderer::UpdateForWindowSizeChange()
|
||||
ID3D11RenderTargetView* nullViews[] = {nullptr};
|
||||
m_d3dContext->OMSetRenderTargets(ARRAYSIZE(nullViews), nullViews, nullptr);
|
||||
m_renderTargetView = nullptr;
|
||||
m_depthStencilView = nullptr;
|
||||
m_d3dContext->Flush();
|
||||
CreateWindowSizeDependentResources();
|
||||
}
|
||||
@@ -445,13 +435,6 @@ void SDL_winrtrenderer::Render(SDL_Surface * surface, SDL_Rect * rects, int numr
|
||||
blackColor
|
||||
);
|
||||
|
||||
m_d3dContext->ClearDepthStencilView(
|
||||
m_depthStencilView.Get(),
|
||||
D3D11_CLEAR_DEPTH,
|
||||
1.0f,
|
||||
0
|
||||
);
|
||||
|
||||
// Only draw the cube once it is loaded (loading is asynchronous).
|
||||
if (!m_loadingComplete)
|
||||
{
|
||||
@@ -487,7 +470,7 @@ void SDL_winrtrenderer::Render(SDL_Surface * surface, SDL_Rect * rects, int numr
|
||||
m_d3dContext->OMSetRenderTargets(
|
||||
1,
|
||||
m_renderTargetView.GetAddressOf(),
|
||||
m_depthStencilView.Get()
|
||||
nullptr
|
||||
);
|
||||
|
||||
UINT stride = sizeof(VertexPositionColor);
|
||||
@@ -544,9 +527,6 @@ void SDL_winrtrenderer::Present()
|
||||
// overwritten. If dirty or scroll rects are used, this call should be removed.
|
||||
m_d3dContext->DiscardView(m_renderTargetView.Get());
|
||||
|
||||
// Discard the contents of the depth stencil.
|
||||
m_d3dContext->DiscardView(m_depthStencilView.Get());
|
||||
|
||||
// If the device was removed either by a disconnect or a driver upgrade, we
|
||||
// must recreate all device resources.
|
||||
if (hr == DXGI_ERROR_DEVICE_REMOVED)
|
||||
|
||||
@@ -34,7 +34,6 @@ protected private:
|
||||
Microsoft::WRL::ComPtr<ID3D11DeviceContext1> m_d3dContext;
|
||||
Microsoft::WRL::ComPtr<IDXGISwapChain1> m_swapChain;
|
||||
Microsoft::WRL::ComPtr<ID3D11RenderTargetView> m_renderTargetView;
|
||||
Microsoft::WRL::ComPtr<ID3D11DepthStencilView> m_depthStencilView;
|
||||
Microsoft::WRL::ComPtr<ID3D11InputLayout> m_inputLayout;
|
||||
Microsoft::WRL::ComPtr<ID3D11Buffer> m_vertexBuffer;
|
||||
Microsoft::WRL::ComPtr<ID3D11VertexShader> m_vertexShader;
|
||||
|
||||
Reference in New Issue
Block a user