forked from MoonsideGames/Refresh
Minor style cleanup
parent
69df00398e
commit
1b63ff8467
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@ -1619,6 +1619,10 @@ static uint8_t D3D11_INTERNAL_CreateUniformBuffer(
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D3D11Renderer *renderer
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) {
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D3D11_BUFFER_DESC bufferDesc;
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ID3D11Buffer *bufferHandle;
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D3D11UniformBuffer *uniformBuffer;
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HRESULT res;
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bufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
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bufferDesc.ByteWidth = UBO_BUFFER_SIZE;
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bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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@ -1626,8 +1630,7 @@ static uint8_t D3D11_INTERNAL_CreateUniformBuffer(
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bufferDesc.StructureByteStride = 0;
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bufferDesc.Usage = D3D11_USAGE_DYNAMIC;
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ID3D11Buffer *bufferHandle;
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HRESULT res = ID3D11Device_CreateBuffer(
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res = ID3D11Device_CreateBuffer(
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renderer->device,
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&bufferDesc,
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NULL,
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@ -1635,7 +1638,7 @@ static uint8_t D3D11_INTERNAL_CreateUniformBuffer(
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);
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ERROR_CHECK_RETURN("Failed to create uniform buffer", 0);
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D3D11UniformBuffer *uniformBuffer = SDL_malloc(sizeof(D3D11UniformBuffer));
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uniformBuffer = SDL_malloc(sizeof(D3D11UniformBuffer));
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uniformBuffer->offset = 0;
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uniformBuffer->d3d11Buffer = SDL_malloc(sizeof(D3D11Buffer));
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uniformBuffer->d3d11Buffer->handle = bufferHandle;
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@ -1662,6 +1665,8 @@ static D3D11UniformBuffer* D3D11_INTERNAL_AcquireUniformBufferFromPool(
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D3D11Renderer *renderer,
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uint64_t blockSize
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) {
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D3D11UniformBuffer *uniformBuffer;
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SDL_LockMutex(renderer->uniformBufferLock);
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if (renderer->availableUniformBufferCount == 0)
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@ -1674,7 +1679,7 @@ static D3D11UniformBuffer* D3D11_INTERNAL_AcquireUniformBufferFromPool(
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}
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}
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D3D11UniformBuffer *uniformBuffer = renderer->availableUniformBuffers[renderer->availableUniformBufferCount - 1];
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uniformBuffer = renderer->availableUniformBuffers[renderer->availableUniformBufferCount - 1];
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renderer->availableUniformBufferCount -= 1;
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SDL_UnlockMutex(renderer->uniformBufferLock);
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