WinRT: removed code that unnecessarily set a blank D3D 11.1 texture's contents
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1 changed files with 13 additions and 13 deletions
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@ -836,8 +836,6 @@ D3D11_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
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texture->driverdata = textureData;
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const int pixelSizeInBytes = textureData->pixelFormat->BytesPerPixel;
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D3D11_TEXTURE2D_DESC textureDesc = {0};
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textureDesc.Width = texture->w;
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textureDesc.Height = texture->h;
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@ -851,24 +849,26 @@ D3D11_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
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textureDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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textureDesc.MiscFlags = 0;
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const int numPixels = textureDesc.Width * textureDesc.Height;
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std::vector<uint8> initialTexturePixels(numPixels * pixelSizeInBytes, 0x00);
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#if 0
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// Fill the texture with a non-black color, for debugging purposes:
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//for (int i = 0; i < (numPixels * pixelSizeInBytes); i += pixelSizeInBytes) {
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// initialTexturePixels[i+0] = 0xff;
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// initialTexturePixels[i+1] = 0xff;
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// initialTexturePixels[i+2] = 0x00;
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// initialTexturePixels[i+3] = 0xff;
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//}
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const int numPixels = textureDesc.Width * textureDesc.Height;
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const int pixelSizeInBytes = textureData->pixelFormat->BytesPerPixel;
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std::vector<uint8> initialTexturePixels(numPixels * pixelSizeInBytes, 0x00);
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for (int i = 0; i < (numPixels * pixelSizeInBytes); i += pixelSizeInBytes) {
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initialTexturePixels[i+0] = 0xff;
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initialTexturePixels[i+1] = 0xff;
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initialTexturePixels[i+2] = 0x00;
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initialTexturePixels[i+3] = 0xff;
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}
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D3D11_SUBRESOURCE_DATA initialTextureData = {0};
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initialTextureData.pSysMem = (void *)&(initialTexturePixels[0]);
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initialTextureData.SysMemPitch = textureDesc.Width * pixelSizeInBytes;
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initialTextureData.SysMemSlicePitch = numPixels * pixelSizeInBytes;
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#endif
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result = rendererData->d3dDevice->CreateTexture2D(
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&textureDesc,
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&initialTextureData,
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NULL, // &initialTextureData,
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&textureData->mainTexture
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);
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if (FAILED(result)) {
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