WinRT: minor code cleanup regarding some variable names

This commit is contained in:
David Ludwig 2012-11-25 19:13:45 -05:00
parent ba39e2a229
commit 377091d020

View file

@ -130,8 +130,8 @@ void SDL_winrtrenderer::CreateDeviceResources()
); );
}); });
auto createCubeTask = (createPSTask && createVSTask).then([this] () { auto createVertexBuffer = (createPSTask && createVSTask).then([this] () {
VertexPositionColor cubeVertices[] = VertexPositionColor vertices[] =
{ {
{XMFLOAT3(-1.0f, -1.0f, 0.0f), XMFLOAT2(0.0f, 1.0f)}, {XMFLOAT3(-1.0f, -1.0f, 0.0f), XMFLOAT2(0.0f, 1.0f)},
{XMFLOAT3(-1.0f, 1.0f, 0.0f), XMFLOAT2(0.0f, 0.0f)}, {XMFLOAT3(-1.0f, 1.0f, 0.0f), XMFLOAT2(0.0f, 0.0f)},
@ -139,13 +139,13 @@ void SDL_winrtrenderer::CreateDeviceResources()
{XMFLOAT3(1.0f, 1.0f, 0.0f), XMFLOAT2(1.0f, 0.0f)}, {XMFLOAT3(1.0f, 1.0f, 0.0f), XMFLOAT2(1.0f, 0.0f)},
}; };
m_vertexCount = ARRAYSIZE(cubeVertices); m_vertexCount = ARRAYSIZE(vertices);
D3D11_SUBRESOURCE_DATA vertexBufferData = {0}; D3D11_SUBRESOURCE_DATA vertexBufferData = {0};
vertexBufferData.pSysMem = cubeVertices; vertexBufferData.pSysMem = vertices;
vertexBufferData.SysMemPitch = 0; vertexBufferData.SysMemPitch = 0;
vertexBufferData.SysMemSlicePitch = 0; vertexBufferData.SysMemSlicePitch = 0;
CD3D11_BUFFER_DESC vertexBufferDesc(sizeof(cubeVertices), D3D11_BIND_VERTEX_BUFFER); CD3D11_BUFFER_DESC vertexBufferDesc(sizeof(vertices), D3D11_BIND_VERTEX_BUFFER);
DX::ThrowIfFailed( DX::ThrowIfFailed(
m_d3dDevice->CreateBuffer( m_d3dDevice->CreateBuffer(
&vertexBufferDesc, &vertexBufferDesc,
@ -155,7 +155,7 @@ void SDL_winrtrenderer::CreateDeviceResources()
); );
}); });
auto createMainSamplerTask = createCubeTask.then([this] () { auto createMainSamplerTask = createVertexBuffer.then([this] () {
D3D11_SAMPLER_DESC samplerDesc; D3D11_SAMPLER_DESC samplerDesc;
samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT; samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP; samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
@ -435,7 +435,7 @@ void SDL_winrtrenderer::Render(SDL_Surface * surface, SDL_Rect * rects, int numr
blackColor blackColor
); );
// Only draw the cube once it is loaded (loading is asynchronous). // Only draw the screen once it is loaded (some loading is asynchronous).
if (!m_loadingComplete) if (!m_loadingComplete)
{ {
return; return;