Renamed files from direcx to dx11.
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@ -123,7 +123,7 @@ gl__get_texture(Vec3_i32 dim, Texture_Kind texture_kind){
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// NOTE(simon, 28/02/24): When we fail, we donc decrement the texture count, but the
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// loop at the beginning of the function will reuse texture when
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// texture_count == DIRECTX_MAX_TEXTURE_COUNT.
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// texture_count == DX11_MAX_TEXTURE_COUNT.
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texid = 0;
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if ( texture->pointer ) {
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@ -658,7 +658,7 @@ os_popup_error(char *title, char *message){
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#include "4ed_font_provider_freetype.cpp"
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#if defined( WIN32_DX11 )
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#include "win32_directx.cpp"
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#include "win32_dx11.cpp"
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#else
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#include "win32_opengl.cpp"
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#endif
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@ -13,7 +13,7 @@
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IDXGIDebug1* dxgi_debug;
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#endif
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#include "4ed_directx_render.cpp"
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#include "4ed_dx11_render.cpp"
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internal LRESULT CALL_CONVENTION
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win32_proc(HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
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@ -59,7 +59,7 @@ win32_gl_create_window(HWND *wnd_out, DWORD style, RECT rect){
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// NOTE(simon, 28/02/24): There is nothing in the code suggesting that this function could
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// be called several time. If it is called several time, we would need to make sure that
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// we cleaned up previous DirectX resources. The reason this function could be called twice
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// we cleaned up previous dx11 resources. The reason this function could be called twice
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// would be if it failed previously, and in that case we clean up everything before
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// exiting the function so we should be good. Still we assume it's only ever call once.
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Assert( first_call );
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