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Examples: DirectX10, DirectX11: Removed seemingly unnecessary bunch of rasterizer state creation code.
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834bfe4af5
commit
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@ -63,27 +63,6 @@ HRESULT CreateDeviceD3D(HWND hWnd)
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if (D3D10CreateDeviceAndSwapChain(NULL, D3D10_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, D3D10_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice) != S_OK)
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if (D3D10CreateDeviceAndSwapChain(NULL, D3D10_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, D3D10_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice) != S_OK)
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return E_FAIL;
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return E_FAIL;
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// Setup rasterizer
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{
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D3D10_RASTERIZER_DESC RSDesc;
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memset(&RSDesc, 0, sizeof(D3D10_RASTERIZER_DESC));
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RSDesc.FillMode = D3D10_FILL_SOLID;
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RSDesc.CullMode = D3D10_CULL_NONE;
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RSDesc.FrontCounterClockwise = FALSE;
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RSDesc.DepthBias = 0;
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RSDesc.SlopeScaledDepthBias = 0.0f;
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RSDesc.DepthBiasClamp = 0;
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RSDesc.DepthClipEnable = TRUE;
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RSDesc.ScissorEnable = TRUE;
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RSDesc.AntialiasedLineEnable = FALSE;
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RSDesc.MultisampleEnable = (sd.SampleDesc.Count > 1) ? TRUE : FALSE;
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ID3D10RasterizerState* pRState = NULL;
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g_pd3dDevice->CreateRasterizerState(&RSDesc, &pRState);
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g_pd3dDevice->RSSetState(pRState);
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pRState->Release();
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}
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CreateRenderTarget();
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CreateRenderTarget();
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return S_OK;
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return S_OK;
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@ -65,27 +65,6 @@ HRESULT CreateDeviceD3D(HWND hWnd)
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if (D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 1, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext) != S_OK)
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if (D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 1, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext) != S_OK)
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return E_FAIL;
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return E_FAIL;
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// Setup rasterizer
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{
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D3D11_RASTERIZER_DESC RSDesc;
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memset(&RSDesc, 0, sizeof(D3D11_RASTERIZER_DESC));
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RSDesc.FillMode = D3D11_FILL_SOLID;
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RSDesc.CullMode = D3D11_CULL_NONE;
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RSDesc.FrontCounterClockwise = FALSE;
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RSDesc.DepthBias = 0;
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RSDesc.SlopeScaledDepthBias = 0.0f;
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RSDesc.DepthBiasClamp = 0;
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RSDesc.DepthClipEnable = TRUE;
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RSDesc.ScissorEnable = TRUE;
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RSDesc.AntialiasedLineEnable = FALSE;
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RSDesc.MultisampleEnable = (sd.SampleDesc.Count > 1) ? TRUE : FALSE;
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ID3D11RasterizerState* pRState = NULL;
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g_pd3dDevice->CreateRasterizerState(&RSDesc, &pRState);
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g_pd3dDeviceContext->RSSetState(pRState);
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pRState->Release();
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}
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CreateRenderTarget();
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CreateRenderTarget();
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return S_OK;
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return S_OK;
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