D3D11: Resolve variable shadowing within setScissor()

We can simply remove the outer-most variable, since it's not used
anywhere.
This commit is contained in:
Lioncash 2019-08-24 18:39:48 -04:00
parent 4521acd30f
commit f5afb028de
1 changed files with 4 additions and 5 deletions

View File

@ -1073,23 +1073,22 @@ struct D3D11CommandQueue final : IGraphicsCommandQueue {
void setScissor(const SWindowRect& rect) override {
if (m_boundTarget) {
D3D11TextureR* ctarget = m_boundTarget.cast<D3D11TextureR>();
int boundHeight = 0;
switch (m_boundTarget->type()) {
case TextureType::Render: {
D3D11TextureR* ctarget = m_boundTarget.cast<D3D11TextureR>();
const auto* const ctarget = m_boundTarget.cast<D3D11TextureR>();
boundHeight = ctarget->m_height;
break;
}
case TextureType::CubeRender: {
D3D11TextureCubeR* ctarget = m_boundTarget.cast<D3D11TextureCubeR>();
const auto* const ctarget = m_boundTarget.cast<D3D11TextureCubeR>();
boundHeight = ctarget->m_width;
break;
}
default:
break;
}
D3D11_RECT d3drect = {LONG(rect.location[0]), LONG(boundHeight - rect.location[1] - rect.size[1]),
const D3D11_RECT d3drect = {LONG(rect.location[0]), LONG(boundHeight - rect.location[1] - rect.size[1]),
LONG(rect.location[0] + rect.size[0]), LONG(boundHeight - rect.location[1])};
m_deferredCtx->RSSetScissorRects(1, &d3drect);
}