mirror of
https://github.com/ScrelliCopter/NeHe-SDL_GPU.git
synced 2025-06-19 21:49:17 +10:00
Style, formatting, and consistency fixes
This commit is contained in:
@@ -126,7 +126,7 @@ static bool Lesson10_Init(NeHeContext* ctx)
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.offset = offsetof(Vertex, u)
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}
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};
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SDL_GPUGraphicsPipelineCreateInfo info =
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SDL_GPUGraphicsPipelineCreateInfo psoInfo =
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{
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.vertex_shader = vertexShader,
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.fragment_shader = fragmentShader,
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@@ -157,7 +157,7 @@ static bool Lesson10_Init(NeHeContext* ctx)
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// Setup blend pipeline
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const SDL_GPUTextureFormat swapchainTextureFormat = SDL_GetGPUSwapchainTextureFormat(ctx->device, ctx->window);
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info.target_info.color_target_descriptions = &(const SDL_GPUColorTargetDescription)
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psoInfo.target_info.color_target_descriptions = &(const SDL_GPUColorTargetDescription)
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{
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.format = swapchainTextureFormat,
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.blend_state =
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@@ -171,7 +171,7 @@ static bool Lesson10_Init(NeHeContext* ctx)
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.dst_alpha_blendfactor = SDL_GPU_BLENDFACTOR_ONE
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}
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};
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psoBlend = SDL_CreateGPUGraphicsPipeline(ctx->device, &info);
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psoBlend = SDL_CreateGPUGraphicsPipeline(ctx->device, &psoInfo);
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if (!psoBlend)
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{
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SDL_ReleaseGPUShader(ctx->device, fragmentShader);
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@@ -181,19 +181,19 @@ static bool Lesson10_Init(NeHeContext* ctx)
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}
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// Setup regular pipeline w/ depth testing
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info.depth_stencil_state = (SDL_GPUDepthStencilState)
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psoInfo.depth_stencil_state = (SDL_GPUDepthStencilState)
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{
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.compare_op = SDL_GPU_COMPAREOP_LESS, // Pass if pixel depth value tests less than the depth buffer value
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.enable_depth_test = true, // Enable depth testing
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.enable_depth_write = true
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};
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info.target_info.color_target_descriptions = &(const SDL_GPUColorTargetDescription)
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psoInfo.target_info.color_target_descriptions = &(const SDL_GPUColorTargetDescription)
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{
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.format = swapchainTextureFormat
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};
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info.target_info.depth_stencil_format = SDL_GPU_TEXTUREFORMAT_D16_UNORM;
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info.target_info.has_depth_stencil_target = true;
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pso = SDL_CreateGPUGraphicsPipeline(ctx->device, &info);
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psoInfo.target_info.depth_stencil_format = SDL_GPU_TEXTUREFORMAT_D16_UNORM;
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psoInfo.target_info.has_depth_stencil_target = true;
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pso = SDL_CreateGPUGraphicsPipeline(ctx->device, &psoInfo);
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SDL_ReleaseGPUShader(ctx->device, fragmentShader);
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SDL_ReleaseGPUShader(ctx->device, vertexShader);
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if (!pso)
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