WinRT: renamed d3d11-internal struct, SDL_VertexShaderConstants, to just VertexShaderConstants

This is primarily to keep naming consistent with other shader-bound structs.
This commit is contained in:
David Ludwig 2013-12-25 14:17:49 -05:00
parent 2225493102
commit 187f52e80f
2 changed files with 4 additions and 4 deletions

View File

@ -1,7 +1,7 @@
#pragma pack_matrix( row_major )
cbuffer SDL_VertexShaderConstants : register(b0)
cbuffer VertexShaderConstants : register(b0)
{
matrix model;
matrix view;

View File

@ -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<ID3D11Buffer> 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,