WinRT: renamed d3d11-internal struct, SDL_VertexShaderConstants, to just VertexShaderConstants This is primarily to keep naming consistent with other shader-bound structs.
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diff --git a/src/render/direct3d11/SDL_D3D11_VertexShader_Default.hlsl b/src/render/direct3d11/SDL_D3D11_VertexShader_Default.hlsl
index b5cac4f..c625c09 100644
--- a/src/render/direct3d11/SDL_D3D11_VertexShader_Default.hlsl
+++ b/src/render/direct3d11/SDL_D3D11_VertexShader_Default.hlsl
@@ -1,7 +1,7 @@
#pragma pack_matrix( row_major )
-cbuffer SDL_VertexShaderConstants : register(b0)
+cbuffer VertexShaderConstants : register(b0)
{
matrix model;
matrix view;
diff --git a/src/render/direct3d11/SDL_render_d3d11.cpp b/src/render/direct3d11/SDL_render_d3d11.cpp
index f5a2d0f..a98b5a6 100644
--- a/src/render/direct3d11/SDL_render_d3d11.cpp
+++ b/src/render/direct3d11/SDL_render_d3d11.cpp
@@ -68,7 +68,7 @@ static const D3D11_FILTER SDL_D3D11_NEAREST_PIXEL_FILTER = D3D11_FILTER_MIN_MAG_
static const D3D11_FILTER SDL_D3D11_LINEAR_FILTER = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
/* Vertex shader, common values */
-struct SDL_VertexShaderConstants
+struct VertexShaderConstants
{
DirectX::XMFLOAT4X4 model;
DirectX::XMFLOAT4X4 view;
@@ -117,7 +117,7 @@ typedef struct
D3D_FEATURE_LEVEL featureLevel;
// Vertex buffer constants:
- SDL_VertexShaderConstants vertexShaderConstantsData;
+ VertexShaderConstants vertexShaderConstantsData;
Microsoft::WRL::ComPtr<ID3D11Buffer> vertexShaderConstants;
// Cached renderer properties.
@@ -538,7 +538,7 @@ D3D11_CreateDeviceResources(SDL_Renderer * renderer)
//
// Setup space to hold vertex shader constants:
//
- CD3D11_BUFFER_DESC constantBufferDesc(sizeof(SDL_VertexShaderConstants), D3D11_BIND_CONSTANT_BUFFER);
+ CD3D11_BUFFER_DESC constantBufferDesc(sizeof(VertexShaderConstants), D3D11_BIND_CONSTANT_BUFFER);
result = data->d3dDevice->CreateBuffer(
&constantBufferDesc,
nullptr,