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WinRT: renamed d3d11-internal struct, SDL_VertexShaderConstants, to just VertexShaderConstants
This is primarily to keep naming consistent with other shader-bound structs.
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@ -1,7 +1,7 @@
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#pragma pack_matrix( row_major )
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cbuffer SDL_VertexShaderConstants : register(b0)
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cbuffer VertexShaderConstants : register(b0)
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{
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matrix model;
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matrix view;
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@ -68,7 +68,7 @@ static const D3D11_FILTER SDL_D3D11_NEAREST_PIXEL_FILTER = D3D11_FILTER_MIN_MAG_
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static const D3D11_FILTER SDL_D3D11_LINEAR_FILTER = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
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/* Vertex shader, common values */
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struct SDL_VertexShaderConstants
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struct VertexShaderConstants
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{
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DirectX::XMFLOAT4X4 model;
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DirectX::XMFLOAT4X4 view;
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@ -117,7 +117,7 @@ typedef struct
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D3D_FEATURE_LEVEL featureLevel;
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// Vertex buffer constants:
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SDL_VertexShaderConstants vertexShaderConstantsData;
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VertexShaderConstants vertexShaderConstantsData;
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Microsoft::WRL::ComPtr<ID3D11Buffer> vertexShaderConstants;
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// Cached renderer properties.
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@ -538,7 +538,7 @@ D3D11_CreateDeviceResources(SDL_Renderer * renderer)
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//
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// Setup space to hold vertex shader constants:
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//
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CD3D11_BUFFER_DESC constantBufferDesc(sizeof(SDL_VertexShaderConstants), D3D11_BIND_CONSTANT_BUFFER);
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CD3D11_BUFFER_DESC constantBufferDesc(sizeof(VertexShaderConstants), D3D11_BIND_CONSTANT_BUFFER);
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result = data->d3dDevice->CreateBuffer(
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&constantBufferDesc,
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nullptr,
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