WinRT: another device-rotation and rendering fix
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0cc80148f4
2 changed files with 37 additions and 2 deletions
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@ -975,6 +975,9 @@ D3D11_UpdateViewport(SDL_Renderer * renderer)
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XMMatrixTranslation(-1, -1, 0),
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XMMatrixRotationX(XM_PI)
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)));
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#if 0
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data->vertexShaderConstantsData.view = XMMatrixIdentity();
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#endif
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//
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// Update the Direct3D viewport, which seems to be aligned to the
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@ -1152,14 +1155,15 @@ D3D11_RenderFillRects(SDL_Renderer * renderer,
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#if 0
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// Set up a test pattern:
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SDL_FRect rects[] = {
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SDL_FRect _rects[] = {
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{-1.1f, 1.1f, 1.1f, -1.1f},
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{-1.0f, 1.0f, 1.0f, -1.0f}, // red
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{0.0f, 1.0f, 1.0f, -1.0f}, // green
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{-1.0f, 0.0f, 1.0f, -1.0f}, // blue
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{0.0f, 0.0f, 1.0f, -1.0f} // white
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};
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count = sizeof(rects) / sizeof(SDL_FRect);
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count = sizeof(_rects) / sizeof(SDL_FRect);
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#define rects _rects
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#endif
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for (int i = 0; i < count; ++i) {
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