[host] remove the depth buffer, it's unused

This commit is contained in:
Geoffrey McRae 2018-07-28 02:30:02 +10:00
parent 2019766989
commit 3799929f59
3 changed files with 5 additions and 27 deletions

View File

@ -639,9 +639,10 @@ GrabStatus DXGI::GrabFrame(struct FrameInfo & frame, struct CursorInfo & cursor)
frame.height = m_height;
switch (m_frameType)
{
case FRAME_TYPE_ARGB: return GrabFrameRaw (frame, cursor);
{
case FRAME_TYPE_NV12: return GrabFrameNV12(frame, cursor);
case FRAME_TYPE_H264: return GrabFrameH264(frame, cursor);
}
return GrabFrameRaw(frame, cursor);
}

View File

@ -105,27 +105,8 @@ bool TextureConverter::Initialize(
texDesc.Usage = D3D11_USAGE_DEFAULT;
texDesc.CPUAccessFlags = 0;
texDesc.MiscFlags = 0;
texDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
texDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
result = device->CreateTexture2D(&texDesc, NULL, &m_depthTexture);
if (FAILED(result))
{
DeInitialize();
DEBUG_ERROR("Failed to create the depth/stencil texture");
return false;
}
result = device->CreateDepthStencilView(m_depthTexture, NULL, &m_depthView);
if (FAILED(result))
{
DeInitialize();
DEBUG_ERROR("Failed to create the depth stencil view");
return false;
}
texDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
texDesc.BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;
texDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
texDesc.BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;
result = device->CreateTexture2D(&texDesc, NULL, &m_targetTexture);
if (FAILED(result))
{
@ -276,7 +257,6 @@ void TextureConverter::DeInitialize()
SafeRelease(&m_vertexBuffer );
SafeRelease(&m_shaderView );
SafeRelease(&m_renderView );
SafeRelease(&m_depthTexture );
SafeRelease(&m_targetTexture);
SafeRelease(&m_vertexShader );
SafeRelease(&m_pixelShader );
@ -320,7 +300,6 @@ bool TextureConverter::Convert(ID3D11Texture2DPtr &texture)
m_deviceContext->OMSetRenderTargets(1, renderViews, NULL);
m_deviceContext->ClearRenderTargetView(m_renderView, color);
m_deviceContext->ClearDepthStencilView(m_depthView , D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1.0f, 0);
stride = sizeof(VS_INPUT);
offset = 0;

View File

@ -56,8 +56,6 @@ private:
DXGI_FORMAT m_format;
ID3D11Texture2DPtr m_targetTexture;
ID3D11Texture2DPtr m_depthTexture;
ID3D11DepthStencilViewPtr m_depthView;
ID3D11RenderTargetViewPtr m_renderView;
ID3D11ShaderResourceViewPtr m_shaderView;
ID3D11InputLayoutPtr m_layout;