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