diff --git a/src/Refresh_Driver_D3D11.c b/src/Refresh_Driver_D3D11.c index 18a993b..ffefa0d 100644 --- a/src/Refresh_Driver_D3D11.c +++ b/src/Refresh_Driver_D3D11.c @@ -465,11 +465,11 @@ static void D3D11_DrawPrimitives( uint32_t vertexParamOffset, uint32_t fragmentParamOffset ) { - D3D11CommandBuffer *cmdbuf = (D3D11CommandBuffer*) commandBuffer; + D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer*) commandBuffer; ID3D11DeviceContext_Draw( - cmdbuf->context, - PrimitiveVerts(cmdbuf->graphicsPipeline->primitiveType, primitiveCount), + d3d11CommandBuffer->context, + PrimitiveVerts(d3d11CommandBuffer->graphicsPipeline->primitiveType, primitiveCount), vertexStart ); @@ -789,6 +789,10 @@ static Refresh_GraphicsPipeline* D3D11_CreateGraphicsPipeline( if (vertShaderModule->shader == NULL) { + /* FIXME: + * Could we store a flag in the shaderc output to mark if a shader is vertex/fragment? + * Then we could compile on shader module creation instead of at bind time. + */ res = renderer->D3DCompileFunc( vertShaderModule->shaderSource, vertShaderModule->shaderSourceLength, @@ -1312,48 +1316,48 @@ static void D3D11_BindGraphicsPipeline( Refresh_GraphicsPipeline *graphicsPipeline ) { D3D11Renderer *renderer = (D3D11Renderer*) driverData; - D3D11CommandBuffer *cmdbuf = (D3D11CommandBuffer*) commandBuffer; + D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer*) commandBuffer; D3D11GraphicsPipeline *pipeline = (D3D11GraphicsPipeline*) graphicsPipeline; - cmdbuf->graphicsPipeline = pipeline; + d3d11CommandBuffer->graphicsPipeline = pipeline; ID3D11DeviceContext_OMSetBlendState( - cmdbuf->context, + d3d11CommandBuffer->context, pipeline->colorAttachmentBlendState, pipeline->blendConstants, pipeline->multisampleState.sampleMask ); ID3D11DeviceContext_OMSetDepthStencilState( - cmdbuf->context, + d3d11CommandBuffer->context, pipeline->depthStencilState, pipeline->stencilRef ); ID3D11DeviceContext_IASetPrimitiveTopology( - cmdbuf->context, + d3d11CommandBuffer->context, RefreshToD3D11_PrimitiveType[pipeline->primitiveType] ); ID3D11DeviceContext_IASetInputLayout( - cmdbuf->context, + d3d11CommandBuffer->context, pipeline->inputLayout ); ID3D11DeviceContext_RSSetState( - cmdbuf->context, + d3d11CommandBuffer->context, pipeline->rasterizerState ); ID3D11DeviceContext_VSSetShader( - cmdbuf->context, + d3d11CommandBuffer->context, pipeline->vertexShader, NULL, 0 ); ID3D11DeviceContext_PSSetShader( - cmdbuf->context, + d3d11CommandBuffer->context, pipeline->fragmentShader, NULL, 0 @@ -1739,7 +1743,7 @@ static Refresh_Texture* D3D11_AcquireSwapchainTexture( uint32_t *pHeight ) { D3D11Renderer *renderer = (D3D11Renderer*) driverData; - D3D11CommandBuffer *cmdbuf = (D3D11CommandBuffer*) commandBuffer; + D3D11CommandBuffer *d3d11CommandBuffer = (D3D11CommandBuffer*) commandBuffer; D3D11WindowData *windowData; D3D11SwapchainData *swapchainData; DXGI_SWAP_CHAIN_DESC swapchainDesc; @@ -1774,7 +1778,7 @@ static Refresh_Texture* D3D11_AcquireSwapchainTexture( } /* Let the command buffer know it's associated with this swapchain. */ - cmdbuf->swapchainData = swapchainData; + d3d11CommandBuffer->swapchainData = swapchainData; /* Send the dimensions to the out parameters. */ *pWidth = swapchainData->texture.twod.width; @@ -1782,7 +1786,6 @@ static Refresh_Texture* D3D11_AcquireSwapchainTexture( /* Return the swapchain texture */ return (Refresh_Texture*) &swapchainData->texture; - } static Refresh_TextureFormat D3D11_GetSwapchainFormat(