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@@ -68,7 +68,7 @@ static const D3D11_FILTER SDL_D3D11_NEAREST_PIXEL_FILTER = D3D11_FILTER_MIN_MAG_
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static const D3D11_FILTER SDL_D3D11_LINEAR_FILTER = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
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/* Vertex shader, common values */
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-struct SDL_VertexShaderConstants
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+struct VertexShaderConstants
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{
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DirectX::XMFLOAT4X4 model;
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DirectX::XMFLOAT4X4 view;
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@@ -117,7 +117,7 @@ typedef struct
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D3D_FEATURE_LEVEL featureLevel;
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// Vertex buffer constants:
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- SDL_VertexShaderConstants vertexShaderConstantsData;
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+ VertexShaderConstants vertexShaderConstantsData;
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Microsoft::WRL::ComPtr<ID3D11Buffer> vertexShaderConstants;
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// Cached renderer properties.
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@@ -538,7 +538,7 @@ D3D11_CreateDeviceResources(SDL_Renderer * renderer)
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//
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// Setup space to hold vertex shader constants:
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//
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- CD3D11_BUFFER_DESC constantBufferDesc(sizeof(SDL_VertexShaderConstants), D3D11_BIND_CONSTANT_BUFFER);
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+ CD3D11_BUFFER_DESC constantBufferDesc(sizeof(VertexShaderConstants), D3D11_BIND_CONSTANT_BUFFER);
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result = data->d3dDevice->CreateBuffer(
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&constantBufferDesc,
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nullptr,
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