WinRT: moved texture management code from SDL_winrtrenderer to the D3D 11.1 SDL_Renderer backend

This commit is contained in:
David Ludwig 2013-02-09 18:58:13 -05:00
parent 43c3909acd
commit ba872e50c7
4 changed files with 254 additions and 154 deletions

View file

@ -34,8 +34,6 @@ typedef struct
Microsoft::WRL::ComPtr<ID3D11Buffer> vertexBuffer;
Microsoft::WRL::ComPtr<ID3D11VertexShader> vertexShader;
Microsoft::WRL::ComPtr<ID3D11PixelShader> pixelShader;
Microsoft::WRL::ComPtr<ID3D11Texture2D> mainTexture;
Microsoft::WRL::ComPtr<ID3D11ShaderResourceView> mainTextureResourceView;
Microsoft::WRL::ComPtr<ID3D11SamplerState> mainSampler;
D3D_FEATURE_LEVEL featureLevel;
unsigned int vertexCount;
@ -52,6 +50,9 @@ typedef struct
typedef struct
{
Microsoft::WRL::ComPtr<ID3D11Texture2D> mainTexture;
Microsoft::WRL::ComPtr<ID3D11ShaderResourceView> mainTextureResourceView;
SDL_PixelFormat * pixelFormat;
} D3D11_TextureData;
struct VertexPositionColor