diff --git a/gfx/common/d3d12_common.c b/gfx/common/d3d12_common.c index 163fd676f5..169e1d6ce4 100644 --- a/gfx/common/d3d12_common.c +++ b/gfx/common/d3d12_common.c @@ -206,36 +206,39 @@ bool d3d12_init_queue(d3d12_video_t* d3d12) return true; } -bool d3d12_init_swapchain(d3d12_video_t* d3d12, int width, int height, HWND hwnd) +bool d3d12_init_swapchain(d3d12_video_t* d3d12, + int width, int height, HWND hwnd) { - { - DXGI_SWAP_CHAIN_DESC desc = { 0 }; - desc.BufferCount = countof(d3d12->chain.renderTargets); - desc.BufferDesc.Width = width; - desc.BufferDesc.Height = height; - desc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; - desc.SampleDesc.Count = 1; + unsigned i; + DXGI_SWAP_CHAIN_DESC desc; + + memset(&desc, 0, sizeof(DXGI_SWAP_CHAIN_DESC)); + + desc.BufferCount = countof(d3d12->chain.renderTargets); + desc.BufferDesc.Width = width; + desc.BufferDesc.Height = height; + desc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + desc.SampleDesc.Count = 1; #if 0 - desc.BufferDesc.RefreshRate.Numerator = 60; - desc.BufferDesc.RefreshRate.Denominator = 1; - desc.SampleDesc.Quality = 0; + desc.BufferDesc.RefreshRate.Numerator = 60; + desc.BufferDesc.RefreshRate.Denominator = 1; + desc.SampleDesc.Quality = 0; #endif - desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; - desc.OutputWindow = hwnd; - desc.Windowed = TRUE; + desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; + desc.OutputWindow = hwnd; + desc.Windowed = TRUE; #if 0 - desc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL; + desc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL; #else - desc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD; + desc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD; #endif - DXGICreateSwapChain(d3d12->factory, d3d12->queue.handle, &desc, &d3d12->chain.handle); - } + DXGICreateSwapChain(d3d12->factory, d3d12->queue.handle, &desc, &d3d12->chain.handle); DXGIMakeWindowAssociation(d3d12->factory, hwnd, DXGI_MWA_NO_ALT_ENTER); d3d12->chain.frame_index = DXGIGetCurrentBackBufferIndex(d3d12->chain.handle); - for (int i = 0; i < countof(d3d12->chain.renderTargets); i++) + for (i = 0; i < countof(d3d12->chain.renderTargets); i++) { DXGIGetSwapChainBuffer(d3d12->chain.handle, i, &d3d12->chain.renderTargets[i]); D3D12CreateRenderTargetView( diff --git a/network/netplay/netplay_sync.c b/network/netplay/netplay_sync.c index 13eafacb29..7da8a893c1 100644 --- a/network/netplay/netplay_sync.c +++ b/network/netplay/netplay_sync.c @@ -352,8 +352,8 @@ bool netplay_resolve_input(netplay_t *netplay, size_t sim_ptr, bool resim) { unsigned dtype = netplay->config_devices[device]&RETRO_DEVICE_MASK; uint32_t dsize = netplay_expected_input_size(netplay, 1 << device); - clients = netplay->device_clients[device]; - client_count = 0; + clients = netplay->device_clients[device]; + client_count = 0; /* Make sure all real clients are accounted for */ for (simstate = simframe->real_input[device]; simstate; simstate = simstate->next)