diff options
Diffstat (limited to 'Source/Core/VideoBackends/D3D/D3DBase.cpp')
| -rw-r--r-- | Source/Core/VideoBackends/D3D/D3DBase.cpp | 24 |
1 files changed, 12 insertions, 12 deletions
diff --git a/Source/Core/VideoBackends/D3D/D3DBase.cpp b/Source/Core/VideoBackends/D3D/D3DBase.cpp index 62ce37da76..c3978ad137 100644 --- a/Source/Core/VideoBackends/D3D/D3DBase.cpp +++ b/Source/Core/VideoBackends/D3D/D3DBase.cpp @@ -154,41 +154,41 @@ void UnloadD3DCompiler() std::vector<DXGI_SAMPLE_DESC> EnumAAModes(IDXGIAdapter* adapter) { - std::vector<DXGI_SAMPLE_DESC> aa_modes; + std::vector<DXGI_SAMPLE_DESC> _aa_modes; // NOTE: D3D 10.0 doesn't support multisampled resources which are bound as depth buffers AND shader resources. // Thus, we can't have MSAA with 10.0 level hardware. - ID3D11Device* device; - ID3D11DeviceContext* context; + ID3D11Device* _device; + ID3D11DeviceContext* _context; D3D_FEATURE_LEVEL feat_level; - HRESULT hr = PD3D11CreateDevice(adapter, D3D_DRIVER_TYPE_UNKNOWN, nullptr, D3D11_CREATE_DEVICE_SINGLETHREADED, supported_feature_levels, NUM_SUPPORTED_FEATURE_LEVELS, D3D11_SDK_VERSION, &device, &feat_level, &context); + HRESULT hr = PD3D11CreateDevice(adapter, D3D_DRIVER_TYPE_UNKNOWN, nullptr, D3D11_CREATE_DEVICE_SINGLETHREADED, supported_feature_levels, NUM_SUPPORTED_FEATURE_LEVELS, D3D11_SDK_VERSION, &_device, &feat_level, &_context); if (FAILED(hr) || feat_level == D3D_FEATURE_LEVEL_10_0) { DXGI_SAMPLE_DESC desc; desc.Count = 1; desc.Quality = 0; - aa_modes.push_back(desc); - SAFE_RELEASE(context); - SAFE_RELEASE(device); + _aa_modes.push_back(desc); + SAFE_RELEASE(_context); + SAFE_RELEASE(_device); } else { for (int samples = 0; samples < D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; ++samples) { UINT quality_levels = 0; - device->CheckMultisampleQualityLevels(DXGI_FORMAT_R8G8B8A8_UNORM, samples, &quality_levels); + _device->CheckMultisampleQualityLevels(DXGI_FORMAT_R8G8B8A8_UNORM, samples, &quality_levels); if (quality_levels > 0) { DXGI_SAMPLE_DESC desc; desc.Count = samples; for (desc.Quality = 0; desc.Quality < quality_levels; ++desc.Quality) - aa_modes.push_back(desc); + _aa_modes.push_back(desc); } } - context->Release(); - device->Release(); + _context->Release(); + _device->Release(); } - return aa_modes; + return _aa_modes; } D3D_FEATURE_LEVEL GetFeatureLevel(IDXGIAdapter* adapter) |
