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WinRT: renamed d3d11-internal struct, SDL_VertexShaderConstants, to j…
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…ust VertexShaderConstants

This is primarily to keep naming consistent with other shader-bound structs.
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DavidLudwig committed Dec 25, 2013
1 parent 2225493 commit 187f52e
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Showing 2 changed files with 4 additions and 4 deletions.
2 changes: 1 addition & 1 deletion 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;
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6 changes: 3 additions & 3 deletions src/render/direct3d11/SDL_render_d3d11.cpp
Expand Up @@ -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;
Expand Down Expand Up @@ -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.
Expand Down Expand Up @@ -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,
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