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[host] removed unused shader view
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3e3c409fc4
commit
2a03d1c4a9
@ -126,19 +126,6 @@ bool TextureConverter::Initialize(
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return false;
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return false;
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}
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}
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shaderDesc.Format = texDesc.Format;
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shaderDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
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shaderDesc.Texture2D.MostDetailedMip = 0;
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shaderDesc.Texture2D.MipLevels = 1;
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result = device->CreateShaderResourceView(m_targetTexture, &shaderDesc, &m_shaderView);
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if (FAILED(result))
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{
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DeInitialize();
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DEBUG_ERROR("Failed to create shader resource view");
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return false;
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}
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samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
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samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
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samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
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samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
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samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
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samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
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@ -255,7 +242,6 @@ void TextureConverter::DeInitialize()
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SafeRelease(&m_samplerState );
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SafeRelease(&m_samplerState );
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SafeRelease(&m_indexBuffer );
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SafeRelease(&m_indexBuffer );
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SafeRelease(&m_vertexBuffer );
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SafeRelease(&m_vertexBuffer );
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SafeRelease(&m_shaderView );
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SafeRelease(&m_renderView );
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SafeRelease(&m_renderView );
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SafeRelease(&m_targetTexture);
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SafeRelease(&m_targetTexture);
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SafeRelease(&m_vertexShader );
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SafeRelease(&m_vertexShader );
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@ -57,7 +57,6 @@ private:
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ID3D11Texture2DPtr m_targetTexture;
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ID3D11Texture2DPtr m_targetTexture;
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ID3D11RenderTargetViewPtr m_renderView;
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ID3D11RenderTargetViewPtr m_renderView;
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ID3D11ShaderResourceViewPtr m_shaderView;
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ID3D11InputLayoutPtr m_layout;
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ID3D11InputLayoutPtr m_layout;
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ID3D11VertexShaderPtr m_vertexShader;
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ID3D11VertexShaderPtr m_vertexShader;
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ID3D11PixelShaderPtr m_pixelShader;
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ID3D11PixelShaderPtr m_pixelShader;
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