From 2e29d030b959dcfe7c30dab6ff9aca1e41bc6060 Mon Sep 17 00:00:00 2001 From: David Ludwig Date: Sun, 31 Mar 2013 11:44:50 -0400 Subject: [PATCH] WinRT: removed code that unnecessarily set a blank D3D 11.1 texture's contents --- src/render/direct3d11/SDL_render_d3d11.cpp | 26 +++++++++++----------- 1 file changed, 13 insertions(+), 13 deletions(-) diff --git a/src/render/direct3d11/SDL_render_d3d11.cpp b/src/render/direct3d11/SDL_render_d3d11.cpp index 37699c21b..00e532478 100644 --- a/src/render/direct3d11/SDL_render_d3d11.cpp +++ b/src/render/direct3d11/SDL_render_d3d11.cpp @@ -836,8 +836,6 @@ D3D11_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture) texture->driverdata = textureData; - const int pixelSizeInBytes = textureData->pixelFormat->BytesPerPixel; - D3D11_TEXTURE2D_DESC textureDesc = {0}; textureDesc.Width = texture->w; textureDesc.Height = texture->h; @@ -851,24 +849,26 @@ D3D11_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture) textureDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; textureDesc.MiscFlags = 0; - const int numPixels = textureDesc.Width * textureDesc.Height; - std::vector initialTexturePixels(numPixels * pixelSizeInBytes, 0x00); - +#if 0 // Fill the texture with a non-black color, for debugging purposes: - //for (int i = 0; i < (numPixels * pixelSizeInBytes); i += pixelSizeInBytes) { - // initialTexturePixels[i+0] = 0xff; - // initialTexturePixels[i+1] = 0xff; - // initialTexturePixels[i+2] = 0x00; - // initialTexturePixels[i+3] = 0xff; - //} - + const int numPixels = textureDesc.Width * textureDesc.Height; + const int pixelSizeInBytes = textureData->pixelFormat->BytesPerPixel; + std::vector initialTexturePixels(numPixels * pixelSizeInBytes, 0x00); + for (int i = 0; i < (numPixels * pixelSizeInBytes); i += pixelSizeInBytes) { + initialTexturePixels[i+0] = 0xff; + initialTexturePixels[i+1] = 0xff; + initialTexturePixels[i+2] = 0x00; + initialTexturePixels[i+3] = 0xff; + } D3D11_SUBRESOURCE_DATA initialTextureData = {0}; initialTextureData.pSysMem = (void *)&(initialTexturePixels[0]); initialTextureData.SysMemPitch = textureDesc.Width * pixelSizeInBytes; initialTextureData.SysMemSlicePitch = numPixels * pixelSizeInBytes; +#endif + result = rendererData->d3dDevice->CreateTexture2D( &textureDesc, - &initialTextureData, + NULL, // &initialTextureData, &textureData->mainTexture ); if (FAILED(result)) {