fixed some D3D macros
parent
388f25db05
commit
db5aca1ab5
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@ -1050,7 +1050,7 @@ void device_draw(device_t device, enum gs_draw_mode draw_mode,
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return;
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}
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D3D10_PRIMITIVE_TOPOLOGY newTopology = ConvertGSTopology(draw_mode);
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D3D11_PRIMITIVE_TOPOLOGY newTopology = ConvertGSTopology(draw_mode);
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if (device->curToplogy != newTopology) {
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device->context->IASetPrimitiveTopology(newTopology);
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device->curToplogy = newTopology;
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@ -61,7 +61,7 @@ void gs_texture_2d::InitTexture(const void **data)
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td.MipLevels = genMipmaps ? 0 : levels;
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td.ArraySize = type == GS_TEXTURE_CUBE ? 6 : 1;
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td.Format = dxgiFormat;
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td.BindFlags = D3D10_BIND_SHADER_RESOURCE;
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td.BindFlags = D3D11_BIND_SHADER_RESOURCE;
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td.SampleDesc.Count = 1;
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td.CPUAccessFlags = isDynamic ? D3D11_CPU_ACCESS_WRITE : 0;
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td.Usage = isDynamic ? D3D11_USAGE_DYNAMIC :
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@ -71,7 +71,7 @@ void gs_texture_2d::InitTexture(const void **data)
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td.MiscFlags |= D3D11_RESOURCE_MISC_TEXTURECUBE;
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if (isRenderTarget || isGDICompatible)
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td.BindFlags |= D3D10_BIND_RENDER_TARGET;
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td.BindFlags |= D3D11_BIND_RENDER_TARGET;
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if (data)
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InitSRD(srd, data);
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@ -91,10 +91,10 @@ void gs_texture_2d::InitResourceView()
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resourceDesc.Format = dxgiFormat;
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if (type == GS_TEXTURE_CUBE) {
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resourceDesc.ViewDimension = D3D10_SRV_DIMENSION_TEXTURECUBE;
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resourceDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
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resourceDesc.TextureCube.MipLevels = genMipmaps ? -1 : 1;
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} else {
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resourceDesc.ViewDimension = D3D10_SRV_DIMENSION_TEXTURE2D;
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resourceDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
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resourceDesc.Texture2D.MipLevels = genMipmaps ? -1 : 1;
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}
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