提交 2b50a20d 编写于 作者: GamebabyRockSun_QQ's avatar GamebabyRockSun_QQ

去除了示例11多线程+多显卡渲染示例中所有d3dx12.h的引用

上级 0f023258
......@@ -74,10 +74,8 @@ int APIENTRY _tWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR l
UINT64 n64FenceValue = 0ui64;
HANDLE hEventFence = nullptr;
D3D12_VIEWPORT stViewPort = { 0.0f, 0.0f
, static_cast<float>(iWidth), static_cast<float>(iHeight), D3D12_MIN_DEPTH, D3D12_MAX_DEPTH };
D3D12_RECT stScissorRect = { 0, 0
, static_cast<LONG>(iWidth), static_cast<LONG>(iHeight) };
D3D12_VIEWPORT stViewPort = { 0.0f, 0.0f, static_cast<float>(iWidth), static_cast<float>(iHeight), D3D12_MIN_DEPTH, D3D12_MAX_DEPTH };
D3D12_RECT stScissorRect = { 0, 0, static_cast<LONG>(iWidth), static_cast<LONG>(iHeight) };
D3D_FEATURE_LEVEL emFeatureLevel = D3D_FEATURE_LEVEL_12_1;
......
......@@ -148,12 +148,6 @@
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="..\WindowsCommons\DDSTextureLoader12.cpp" />
<ClCompile Include="11-MultiThreadAndAdapter_NoMultiThread.cpp">
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|x64'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</ExcludedFromBuild>
</ClCompile>
<ClCompile Include="11-MultiThreadAndAdapter.cpp">
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">false</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|x64'">false</ExcludedFromBuild>
......
......@@ -21,9 +21,6 @@
<ClCompile Include="..\WindowsCommons\DDSTextureLoader12.cpp">
<Filter>源文件</Filter>
</ClCompile>
<ClCompile Include="11-MultiThreadAndAdapter_NoMultiThread.cpp">
<Filter>源文件</Filter>
</ClCompile>
<ClCompile Include="11-MultiThreadAndAdapter.cpp">
<Filter>源文件</Filter>
</ClCompile>
......
......@@ -216,7 +216,7 @@ int APIENTRY _tWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR l
UINT nSamplerDescriptorSize = 0; //采样器大小
D3D12_VIEWPORT stViewPort = { 0.0f, 0.0f, static_cast<float>(iWidth), static_cast<float>(iHeight) };
D3D12_VIEWPORT stViewPort = { 0.0f, 0.0f, static_cast<float>(iWidth), static_cast<float>(iHeight), D3D12_MIN_DEPTH, D3D12_MAX_DEPTH };
D3D12_RECT stScissorRect = { 0, 0, static_cast<LONG>(iWidth), static_cast<LONG>(iHeight) };
ComPtr<IDXGIFactory5> pIDXGIFactory5;
......
......@@ -234,7 +234,7 @@ int APIENTRY _tWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR l
UINT nSamplerDescriptorSize = 0; //采样器大小
D3D12_VIEWPORT stViewPort = { 0.0f, 0.0f, static_cast<float>(iWidth), static_cast<float>(iHeight) };
D3D12_VIEWPORT stViewPort = { 0.0f, 0.0f, static_cast<float>(iWidth), static_cast<float>(iHeight), D3D12_MIN_DEPTH, D3D12_MAX_DEPTH };
D3D12_RECT stScissorRect = { 0, 0, static_cast<LONG>(iWidth), static_cast<LONG>(iHeight) };
ComPtr<IDXGIFactory5> pIDXGIFactory5;
......
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此差异已折叠。
此差异已折叠。
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