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https://github.com/microsoft/DirectXTex
synced 2024-11-21 20:10:05 +00:00
Minor code cleanup
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d536725320
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@ -354,8 +354,7 @@ HRESULT InitDevice( const TexMetadata& mdata )
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};
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UINT numFeatureLevels = ARRAYSIZE( featureLevels );
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DXGI_SWAP_CHAIN_DESC sd;
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ZeroMemory( &sd, sizeof( sd ) );
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DXGI_SWAP_CHAIN_DESC sd = {};
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sd.BufferCount = 1;
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sd.BufferDesc.Width = width;
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sd.BufferDesc.Height = height;
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@ -385,8 +384,7 @@ HRESULT InitDevice( const TexMetadata& mdata )
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if( FAILED( hr ) )
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return hr;
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D3D11_RENDER_TARGET_VIEW_DESC vd;
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ZeroMemory(&vd, sizeof(vd));
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D3D11_RENDER_TARGET_VIEW_DESC vd = {};
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vd.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
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vd.Format = DXGI_FORMAT_R8G8B8A8_UNORM_SRGB;
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hr = g_pd3dDevice->CreateRenderTargetView( pBackBuffer, &vd, &g_pRenderTargetView );
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@ -395,8 +393,7 @@ HRESULT InitDevice( const TexMetadata& mdata )
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return hr;
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// Create depth stencil texture
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D3D11_TEXTURE2D_DESC descDepth;
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ZeroMemory( &descDepth, sizeof(descDepth) );
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D3D11_TEXTURE2D_DESC descDepth = {};
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descDepth.Width = width;
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descDepth.Height = height;
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descDepth.MipLevels = 1;
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@ -413,8 +410,7 @@ HRESULT InitDevice( const TexMetadata& mdata )
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return hr;
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// Create the depth stencil view
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D3D11_DEPTH_STENCIL_VIEW_DESC descDSV;
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ZeroMemory( &descDSV, sizeof(descDSV) );
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D3D11_DEPTH_STENCIL_VIEW_DESC descDSV = {};
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descDSV.Format = descDepth.Format;
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descDSV.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
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descDSV.Texture2D.MipSlice = 0;
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@ -514,8 +510,7 @@ HRESULT InitDevice( const TexMetadata& mdata )
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// Create vertex buffer
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UINT nverts;
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D3D11_SUBRESOURCE_DATA InitData;
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ZeroMemory( &InitData, sizeof(InitData) );
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D3D11_SUBRESOURCE_DATA InitData = {};
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static const SimpleVertex verticesCube[] =
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{
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@ -590,8 +585,7 @@ HRESULT InitDevice( const TexMetadata& mdata )
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InitData.pSysMem = vertices;
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}
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D3D11_BUFFER_DESC bd;
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ZeroMemory( &bd, sizeof(bd) );
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D3D11_BUFFER_DESC bd = {};
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bd.Usage = D3D11_USAGE_DEFAULT;
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bd.ByteWidth = sizeof( SimpleVertex ) * nverts;
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bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
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@ -663,8 +657,7 @@ HRESULT InitDevice( const TexMetadata& mdata )
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return hr;
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// Create the state objects
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D3D11_SAMPLER_DESC sampDesc;
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ZeroMemory( &sampDesc, sizeof(sampDesc) );
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D3D11_SAMPLER_DESC sampDesc = {};
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sampDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
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sampDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
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sampDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
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