WinRT: removed a bit of unused code from the D3D 11.1 renderer

This commit is contained in:
David Ludwig 2013-04-02 00:21:01 -04:00
parent b7887dd326
commit b1b2ba3f09
2 changed files with 0 additions and 3 deletions

View file

@ -157,7 +157,6 @@ D3D11_CreateRenderer(SDL_Window * window, Uint32 flags)
return NULL; return NULL;
} }
data->featureLevel = (D3D_FEATURE_LEVEL) 0; data->featureLevel = (D3D_FEATURE_LEVEL) 0;
data->loadingComplete = false;
data->windowSizeInDIPs = XMFLOAT2(0, 0); data->windowSizeInDIPs = XMFLOAT2(0, 0);
data->renderTargetSize = XMFLOAT2(0, 0); data->renderTargetSize = XMFLOAT2(0, 0);
@ -555,7 +554,6 @@ D3D11_CreateDeviceResources(SDL_Renderer * renderer)
// //
// All done! // All done!
// //
data->loadingComplete = true; // This variable can probably be factored-out
return S_OK; return S_OK;
} }

View file

@ -49,7 +49,6 @@ typedef struct
Microsoft::WRL::ComPtr<ID3D11SamplerState> mainSampler; Microsoft::WRL::ComPtr<ID3D11SamplerState> mainSampler;
Microsoft::WRL::ComPtr<ID3D11RasterizerState> mainRasterizer; Microsoft::WRL::ComPtr<ID3D11RasterizerState> mainRasterizer;
D3D_FEATURE_LEVEL featureLevel; D3D_FEATURE_LEVEL featureLevel;
bool loadingComplete;
// Vertex buffer constants: // Vertex buffer constants:
SDL_VertexShaderConstants vertexShaderConstantsData; SDL_VertexShaderConstants vertexShaderConstantsData;