From 9ac5c38b91f5db0325a1c3e7f467fc8ab366fe4e Mon Sep 17 00:00:00 2001 From: David Ludwig Date: Sun, 25 Nov 2012 19:10:02 -0500 Subject: [PATCH] WinRT: removed unneeded Direct3D stencil buffer code --- src/video/windowsrt/SDL_winrtrenderer.cpp | 22 +--------------------- src/video/windowsrt/SDL_winrtrenderer.h | 1 - 2 files changed, 1 insertion(+), 22 deletions(-) diff --git a/src/video/windowsrt/SDL_winrtrenderer.cpp b/src/video/windowsrt/SDL_winrtrenderer.cpp index a64cfddae..3a17e0962 100644 --- a/src/video/windowsrt/SDL_winrtrenderer.cpp +++ b/src/video/windowsrt/SDL_winrtrenderer.cpp @@ -359,15 +359,6 @@ void SDL_winrtrenderer::CreateWindowSizeDependentResources() ) ); - CD3D11_DEPTH_STENCIL_VIEW_DESC depthStencilViewDesc(D3D11_DSV_DIMENSION_TEXTURE2D); - DX::ThrowIfFailed( - m_d3dDevice->CreateDepthStencilView( - depthStencil.Get(), - &depthStencilViewDesc, - &m_depthStencilView - ) - ); - // Set the rendering viewport to target the entire window. CD3D11_VIEWPORT viewport( 0.0f, @@ -431,7 +422,6 @@ void SDL_winrtrenderer::UpdateForWindowSizeChange() ID3D11RenderTargetView* nullViews[] = {nullptr}; m_d3dContext->OMSetRenderTargets(ARRAYSIZE(nullViews), nullViews, nullptr); m_renderTargetView = nullptr; - m_depthStencilView = nullptr; m_d3dContext->Flush(); CreateWindowSizeDependentResources(); } @@ -445,13 +435,6 @@ void SDL_winrtrenderer::Render(SDL_Surface * surface, SDL_Rect * rects, int numr blackColor ); - m_d3dContext->ClearDepthStencilView( - m_depthStencilView.Get(), - D3D11_CLEAR_DEPTH, - 1.0f, - 0 - ); - // Only draw the cube once it is loaded (loading is asynchronous). if (!m_loadingComplete) { @@ -487,7 +470,7 @@ void SDL_winrtrenderer::Render(SDL_Surface * surface, SDL_Rect * rects, int numr m_d3dContext->OMSetRenderTargets( 1, m_renderTargetView.GetAddressOf(), - m_depthStencilView.Get() + nullptr ); UINT stride = sizeof(VertexPositionColor); @@ -544,9 +527,6 @@ void SDL_winrtrenderer::Present() // overwritten. If dirty or scroll rects are used, this call should be removed. m_d3dContext->DiscardView(m_renderTargetView.Get()); - // Discard the contents of the depth stencil. - m_d3dContext->DiscardView(m_depthStencilView.Get()); - // If the device was removed either by a disconnect or a driver upgrade, we // must recreate all device resources. if (hr == DXGI_ERROR_DEVICE_REMOVED) diff --git a/src/video/windowsrt/SDL_winrtrenderer.h b/src/video/windowsrt/SDL_winrtrenderer.h index a32697b76..9e5c8fbb1 100644 --- a/src/video/windowsrt/SDL_winrtrenderer.h +++ b/src/video/windowsrt/SDL_winrtrenderer.h @@ -34,7 +34,6 @@ protected private: Microsoft::WRL::ComPtr m_d3dContext; Microsoft::WRL::ComPtr m_swapChain; Microsoft::WRL::ComPtr m_renderTargetView; - Microsoft::WRL::ComPtr m_depthStencilView; Microsoft::WRL::ComPtr m_inputLayout; Microsoft::WRL::ComPtr m_vertexBuffer; Microsoft::WRL::ComPtr m_vertexShader;