WinRT: made sure the device orientation transform gets applied (by the D3D 11.1 renderer) when drawing
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3 changed files with 59 additions and 9 deletions
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@ -24,6 +24,11 @@
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#include <DirectXMath.h>
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#include <wrl/client.h>
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struct SDL_VertexShaderConstants
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{
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DirectX::XMFLOAT4X4 projection;
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};
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typedef struct
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{
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Microsoft::WRL::ComPtr<ID3D11Device1> d3dDevice;
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@ -39,6 +44,10 @@ typedef struct
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unsigned int vertexCount;
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bool loadingComplete;
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// Vertex buffer constants:
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SDL_VertexShaderConstants vertexShaderConstantsData;
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Microsoft::WRL::ComPtr<ID3D11Buffer> vertexShaderConstants;
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// Cached renderer properties.
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DirectX::XMFLOAT2 windowSizeInDIPs;
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DirectX::XMFLOAT2 renderTargetSize;
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