forked from MoonsideGames/Refresh
				
			Minor style cleanup
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				|  | @ -1619,6 +1619,10 @@ static uint8_t D3D11_INTERNAL_CreateUniformBuffer( | ||||||
| 	D3D11Renderer *renderer | 	D3D11Renderer *renderer | ||||||
| ) { | ) { | ||||||
| 	D3D11_BUFFER_DESC bufferDesc; | 	D3D11_BUFFER_DESC bufferDesc; | ||||||
|  | 	ID3D11Buffer *bufferHandle; | ||||||
|  | 	D3D11UniformBuffer *uniformBuffer; | ||||||
|  | 	HRESULT res; | ||||||
|  | 
 | ||||||
| 	bufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; | 	bufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; | ||||||
| 	bufferDesc.ByteWidth = UBO_BUFFER_SIZE; | 	bufferDesc.ByteWidth = UBO_BUFFER_SIZE; | ||||||
| 	bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; | 	bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; | ||||||
|  | @ -1626,8 +1630,7 @@ static uint8_t D3D11_INTERNAL_CreateUniformBuffer( | ||||||
| 	bufferDesc.StructureByteStride = 0; | 	bufferDesc.StructureByteStride = 0; | ||||||
| 	bufferDesc.Usage = D3D11_USAGE_DYNAMIC; | 	bufferDesc.Usage = D3D11_USAGE_DYNAMIC; | ||||||
| 
 | 
 | ||||||
| 	ID3D11Buffer *bufferHandle; | 	res = ID3D11Device_CreateBuffer( | ||||||
| 	HRESULT res = ID3D11Device_CreateBuffer( |  | ||||||
| 		renderer->device, | 		renderer->device, | ||||||
| 		&bufferDesc, | 		&bufferDesc, | ||||||
| 		NULL, | 		NULL, | ||||||
|  | @ -1635,7 +1638,7 @@ static uint8_t D3D11_INTERNAL_CreateUniformBuffer( | ||||||
| 	); | 	); | ||||||
| 	ERROR_CHECK_RETURN("Failed to create uniform buffer", 0); | 	ERROR_CHECK_RETURN("Failed to create uniform buffer", 0); | ||||||
| 
 | 
 | ||||||
| 	D3D11UniformBuffer *uniformBuffer = SDL_malloc(sizeof(D3D11UniformBuffer)); | 	uniformBuffer = SDL_malloc(sizeof(D3D11UniformBuffer)); | ||||||
| 	uniformBuffer->offset = 0; | 	uniformBuffer->offset = 0; | ||||||
| 	uniformBuffer->d3d11Buffer = SDL_malloc(sizeof(D3D11Buffer)); | 	uniformBuffer->d3d11Buffer = SDL_malloc(sizeof(D3D11Buffer)); | ||||||
| 	uniformBuffer->d3d11Buffer->handle = bufferHandle; | 	uniformBuffer->d3d11Buffer->handle = bufferHandle; | ||||||
|  | @ -1662,6 +1665,8 @@ static D3D11UniformBuffer* D3D11_INTERNAL_AcquireUniformBufferFromPool( | ||||||
| 	D3D11Renderer *renderer, | 	D3D11Renderer *renderer, | ||||||
| 	uint64_t blockSize | 	uint64_t blockSize | ||||||
| ) { | ) { | ||||||
|  | 	D3D11UniformBuffer *uniformBuffer; | ||||||
|  | 
 | ||||||
| 	SDL_LockMutex(renderer->uniformBufferLock); | 	SDL_LockMutex(renderer->uniformBufferLock); | ||||||
| 
 | 
 | ||||||
| 	if (renderer->availableUniformBufferCount == 0) | 	if (renderer->availableUniformBufferCount == 0) | ||||||
|  | @ -1674,7 +1679,7 @@ static D3D11UniformBuffer* D3D11_INTERNAL_AcquireUniformBufferFromPool( | ||||||
| 		} | 		} | ||||||
| 	} | 	} | ||||||
| 
 | 
 | ||||||
| 	D3D11UniformBuffer *uniformBuffer = renderer->availableUniformBuffers[renderer->availableUniformBufferCount - 1]; | 	uniformBuffer = renderer->availableUniformBuffers[renderer->availableUniformBufferCount - 1]; | ||||||
| 	renderer->availableUniformBufferCount -= 1; | 	renderer->availableUniformBufferCount -= 1; | ||||||
| 
 | 
 | ||||||
| 	SDL_UnlockMutex(renderer->uniformBufferLock); | 	SDL_UnlockMutex(renderer->uniformBufferLock); | ||||||
|  |  | ||||||
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