From 187f52e80fb3ec089b1307e7f26094f7800bacdb Mon Sep 17 00:00:00 2001 From: David Ludwig Date: Wed, 25 Dec 2013 14:17:49 -0500 Subject: [PATCH] WinRT: renamed d3d11-internal struct, SDL_VertexShaderConstants, to just VertexShaderConstants This is primarily to keep naming consistent with other shader-bound structs. --- src/render/direct3d11/SDL_D3D11_VertexShader_Default.hlsl | 2 +- src/render/direct3d11/SDL_render_d3d11.cpp | 6 +++--- 2 files changed, 4 insertions(+), 4 deletions(-) diff --git a/src/render/direct3d11/SDL_D3D11_VertexShader_Default.hlsl b/src/render/direct3d11/SDL_D3D11_VertexShader_Default.hlsl index b5cac4fa9..c625c0970 100644 --- a/src/render/direct3d11/SDL_D3D11_VertexShader_Default.hlsl +++ b/src/render/direct3d11/SDL_D3D11_VertexShader_Default.hlsl @@ -1,7 +1,7 @@ #pragma pack_matrix( row_major ) -cbuffer SDL_VertexShaderConstants : register(b0) +cbuffer VertexShaderConstants : register(b0) { matrix model; matrix view; diff --git a/src/render/direct3d11/SDL_render_d3d11.cpp b/src/render/direct3d11/SDL_render_d3d11.cpp index f5a2d0f59..a98b5a6a6 100644 --- a/src/render/direct3d11/SDL_render_d3d11.cpp +++ b/src/render/direct3d11/SDL_render_d3d11.cpp @@ -68,7 +68,7 @@ static const D3D11_FILTER SDL_D3D11_NEAREST_PIXEL_FILTER = D3D11_FILTER_MIN_MAG_ static const D3D11_FILTER SDL_D3D11_LINEAR_FILTER = D3D11_FILTER_MIN_MAG_MIP_LINEAR; /* Vertex shader, common values */ -struct SDL_VertexShaderConstants +struct VertexShaderConstants { DirectX::XMFLOAT4X4 model; DirectX::XMFLOAT4X4 view; @@ -117,7 +117,7 @@ typedef struct D3D_FEATURE_LEVEL featureLevel; // Vertex buffer constants: - SDL_VertexShaderConstants vertexShaderConstantsData; + VertexShaderConstants vertexShaderConstantsData; Microsoft::WRL::ComPtr vertexShaderConstants; // Cached renderer properties. @@ -538,7 +538,7 @@ D3D11_CreateDeviceResources(SDL_Renderer * renderer) // // Setup space to hold vertex shader constants: // - CD3D11_BUFFER_DESC constantBufferDesc(sizeof(SDL_VertexShaderConstants), D3D11_BIND_CONSTANT_BUFFER); + CD3D11_BUFFER_DESC constantBufferDesc(sizeof(VertexShaderConstants), D3D11_BIND_CONSTANT_BUFFER); result = data->d3dDevice->CreateBuffer( &constantBufferDesc, nullptr,