WinRT: made sure the device orientation transform gets applied (by the D3D 11.1 renderer) when drawing

This commit is contained in:
David Ludwig 2013-02-09 20:26:39 -05:00
parent 46530ef818
commit 8b75a125cc
3 changed files with 59 additions and 9 deletions

View file

@ -24,6 +24,11 @@
#include <DirectXMath.h>
#include <wrl/client.h>
struct SDL_VertexShaderConstants
{
DirectX::XMFLOAT4X4 projection;
};
typedef struct
{
Microsoft::WRL::ComPtr<ID3D11Device1> d3dDevice;
@ -39,6 +44,10 @@ typedef struct
unsigned int vertexCount;
bool loadingComplete;
// Vertex buffer constants:
SDL_VertexShaderConstants vertexShaderConstantsData;
Microsoft::WRL::ComPtr<ID3D11Buffer> vertexShaderConstants;
// Cached renderer properties.
DirectX::XMFLOAT2 windowSizeInDIPs;
DirectX::XMFLOAT2 renderTargetSize;