mirror of
https://github.com/Relintai/sdl2_frt.git
synced 2024-12-20 22:16:49 +01:00
Minor style tweaks
This commit is contained in:
parent
1a35f32b68
commit
965cdf10d4
@ -1130,7 +1130,7 @@ D3D11_CreateDeviceResources(SDL_Renderer * renderer)
|
|||||||
goto done;
|
goto done;
|
||||||
}
|
}
|
||||||
|
|
||||||
/* Setup render state that doesn't change through the program */
|
/* Setup render state that doesn't change */
|
||||||
ID3D11DeviceContext_IASetInputLayout(data->d3dContext, data->inputLayout);
|
ID3D11DeviceContext_IASetInputLayout(data->d3dContext, data->inputLayout);
|
||||||
ID3D11DeviceContext_VSSetShader(data->d3dContext, data->vertexShader, NULL, 0);
|
ID3D11DeviceContext_VSSetShader(data->d3dContext, data->vertexShader, NULL, 0);
|
||||||
ID3D11DeviceContext_VSSetConstantBuffers(data->d3dContext, 0, 1, &data->vertexShaderConstants);
|
ID3D11DeviceContext_VSSetConstantBuffers(data->d3dContext, 0, 1, &data->vertexShaderConstants);
|
||||||
@ -1185,8 +1185,7 @@ D3D11_GetCoreWindowFromSDLRenderer(SDL_Renderer * renderer)
|
|||||||
static DXGI_MODE_ROTATION
|
static DXGI_MODE_ROTATION
|
||||||
D3D11_GetCurrentRotation()
|
D3D11_GetCurrentRotation()
|
||||||
{
|
{
|
||||||
switch (DisplayProperties::CurrentOrientation)
|
switch (DisplayProperties::CurrentOrientation) {
|
||||||
{
|
|
||||||
#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
|
#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
|
||||||
/* Windows Phone rotations */
|
/* Windows Phone rotations */
|
||||||
case DisplayOrientations::Landscape:
|
case DisplayOrientations::Landscape:
|
||||||
@ -1458,8 +1457,7 @@ D3D11_CreateWindowSizeDependentResources(SDL_Renderer * renderer)
|
|||||||
* To note, the call for this, IDXGISwapChain1::SetRotation, is not necessary
|
* To note, the call for this, IDXGISwapChain1::SetRotation, is not necessary
|
||||||
* on Windows Phone, nor is it supported there. It's only needed in Windows 8/RT.
|
* on Windows Phone, nor is it supported there. It's only needed in Windows 8/RT.
|
||||||
*/
|
*/
|
||||||
if (data->swapEffect == DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL)
|
if (data->swapEffect == DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL) {
|
||||||
{
|
|
||||||
result = IDXGISwapChain1_SetRotation(data->swapChain, data->rotation);
|
result = IDXGISwapChain1_SetRotation(data->swapChain, data->rotation);
|
||||||
if (FAILED(result)) {
|
if (FAILED(result)) {
|
||||||
WIN_SetErrorFromHRESULT(__FUNCTION__ ", IDXGISwapChain1::SetRotation", result);
|
WIN_SetErrorFromHRESULT(__FUNCTION__ ", IDXGISwapChain1::SetRotation", result);
|
||||||
@ -1515,7 +1513,7 @@ D3D11_HandleDeviceLost(SDL_Renderer * renderer)
|
|||||||
D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
|
D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
|
||||||
HRESULT result = S_OK;
|
HRESULT result = S_OK;
|
||||||
|
|
||||||
/* FIXME: Need to release all resources - all texures are invalid! */
|
/* FIXME: Need to release all resources - all textures are invalid! */
|
||||||
|
|
||||||
result = D3D11_CreateDeviceResources(renderer);
|
result = D3D11_CreateDeviceResources(renderer);
|
||||||
if (FAILED(result)) {
|
if (FAILED(result)) {
|
||||||
@ -1844,8 +1842,7 @@ D3D11_UpdateViewport(SDL_Renderer * renderer)
|
|||||||
* direction of the DXGI_MODE_ROTATION enumeration.
|
* direction of the DXGI_MODE_ROTATION enumeration.
|
||||||
*/
|
*/
|
||||||
Float4X4 projection;
|
Float4X4 projection;
|
||||||
switch (data->rotation)
|
switch (data->rotation) {
|
||||||
{
|
|
||||||
case DXGI_MODE_ROTATION_IDENTITY:
|
case DXGI_MODE_ROTATION_IDENTITY:
|
||||||
projection = MatrixIdentity();
|
projection = MatrixIdentity();
|
||||||
break;
|
break;
|
||||||
@ -2466,8 +2463,7 @@ D3D11_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
|
|||||||
textureMemory.RowPitch,
|
textureMemory.RowPitch,
|
||||||
format,
|
format,
|
||||||
pixels,
|
pixels,
|
||||||
pitch) != 0)
|
pitch) != 0) {
|
||||||
{
|
|
||||||
/* When SDL_ConvertPixels fails, it'll have already set the format.
|
/* When SDL_ConvertPixels fails, it'll have already set the format.
|
||||||
* Get the error message, and attach some extra data to it.
|
* Get the error message, and attach some extra data to it.
|
||||||
*/
|
*/
|
||||||
|
Loading…
Reference in New Issue
Block a user