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mirror of https://github.com/microsoft/DirectXTex synced 2024-11-21 20:10:05 +00:00

Minor code cleanup

This commit is contained in:
Chuck Walbourn 2017-12-18 13:35:07 -08:00
parent d536725320
commit af90e04c71

View File

@ -354,8 +354,7 @@ HRESULT InitDevice( const TexMetadata& mdata )
}; };
UINT numFeatureLevels = ARRAYSIZE( featureLevels ); UINT numFeatureLevels = ARRAYSIZE( featureLevels );
DXGI_SWAP_CHAIN_DESC sd; DXGI_SWAP_CHAIN_DESC sd = {};
ZeroMemory( &sd, sizeof( sd ) );
sd.BufferCount = 1; sd.BufferCount = 1;
sd.BufferDesc.Width = width; sd.BufferDesc.Width = width;
sd.BufferDesc.Height = height; sd.BufferDesc.Height = height;
@ -385,8 +384,7 @@ HRESULT InitDevice( const TexMetadata& mdata )
if( FAILED( hr ) ) if( FAILED( hr ) )
return hr; return hr;
D3D11_RENDER_TARGET_VIEW_DESC vd; D3D11_RENDER_TARGET_VIEW_DESC vd = {};
ZeroMemory(&vd, sizeof(vd));
vd.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D; vd.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
vd.Format = DXGI_FORMAT_R8G8B8A8_UNORM_SRGB; vd.Format = DXGI_FORMAT_R8G8B8A8_UNORM_SRGB;
hr = g_pd3dDevice->CreateRenderTargetView( pBackBuffer, &vd, &g_pRenderTargetView ); hr = g_pd3dDevice->CreateRenderTargetView( pBackBuffer, &vd, &g_pRenderTargetView );
@ -395,8 +393,7 @@ HRESULT InitDevice( const TexMetadata& mdata )
return hr; return hr;
// Create depth stencil texture // Create depth stencil texture
D3D11_TEXTURE2D_DESC descDepth; D3D11_TEXTURE2D_DESC descDepth = {};
ZeroMemory( &descDepth, sizeof(descDepth) );
descDepth.Width = width; descDepth.Width = width;
descDepth.Height = height; descDepth.Height = height;
descDepth.MipLevels = 1; descDepth.MipLevels = 1;
@ -413,8 +410,7 @@ HRESULT InitDevice( const TexMetadata& mdata )
return hr; return hr;
// Create the depth stencil view // Create the depth stencil view
D3D11_DEPTH_STENCIL_VIEW_DESC descDSV; D3D11_DEPTH_STENCIL_VIEW_DESC descDSV = {};
ZeroMemory( &descDSV, sizeof(descDSV) );
descDSV.Format = descDepth.Format; descDSV.Format = descDepth.Format;
descDSV.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D; descDSV.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
descDSV.Texture2D.MipSlice = 0; descDSV.Texture2D.MipSlice = 0;
@ -514,8 +510,7 @@ HRESULT InitDevice( const TexMetadata& mdata )
// Create vertex buffer // Create vertex buffer
UINT nverts; UINT nverts;
D3D11_SUBRESOURCE_DATA InitData; D3D11_SUBRESOURCE_DATA InitData = {};
ZeroMemory( &InitData, sizeof(InitData) );
static const SimpleVertex verticesCube[] = static const SimpleVertex verticesCube[] =
{ {
@ -590,8 +585,7 @@ HRESULT InitDevice( const TexMetadata& mdata )
InitData.pSysMem = vertices; InitData.pSysMem = vertices;
} }
D3D11_BUFFER_DESC bd; D3D11_BUFFER_DESC bd = {};
ZeroMemory( &bd, sizeof(bd) );
bd.Usage = D3D11_USAGE_DEFAULT; bd.Usage = D3D11_USAGE_DEFAULT;
bd.ByteWidth = sizeof( SimpleVertex ) * nverts; bd.ByteWidth = sizeof( SimpleVertex ) * nverts;
bd.BindFlags = D3D11_BIND_VERTEX_BUFFER; bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
@ -663,8 +657,7 @@ HRESULT InitDevice( const TexMetadata& mdata )
return hr; return hr;
// Create the state objects // Create the state objects
D3D11_SAMPLER_DESC sampDesc; D3D11_SAMPLER_DESC sampDesc = {};
ZeroMemory( &sampDesc, sizeof(sampDesc) );
sampDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT; sampDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
sampDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP; sampDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
sampDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP; sampDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;