WinRT: allowed for querying of max texture size (via Direct3D 11.1)
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1 changed files with 28 additions and 3 deletions
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@ -89,7 +89,6 @@ HRESULT D3D11_CreateWindowSizeDependentResources(SDL_Renderer * renderer);
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HRESULT D3D11_UpdateForWindowSizeChange(SDL_Renderer * renderer);
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HRESULT D3D11_HandleDeviceLost(SDL_Renderer * renderer);
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// WinRT, TODO: fill in the Direct3D 11.1 renderer's max texture width and height
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extern "C" SDL_RenderDriver D3D11_RenderDriver = {
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D3D11_CreateRenderer,
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{
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@ -100,8 +99,8 @@ extern "C" SDL_RenderDriver D3D11_RenderDriver = {
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SDL_PIXELFORMAT_RGB888,
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SDL_PIXELFORMAT_ARGB8888
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},
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0, // max_texture_width
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0 // max_texture_height
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0, // max_texture_width: will be filled in later
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0 // max_texture_height: will be filled in later
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}
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};
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@ -341,6 +340,32 @@ D3D11_CreateDeviceResources(SDL_Renderer * renderer)
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return result;
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}
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//
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// Make note of the maximum texture size
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// Max texture sizes are documented on MSDN, at:
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// http://msdn.microsoft.com/en-us/library/windows/apps/ff476876.aspx
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//
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switch (data->d3dDevice->GetFeatureLevel()) {
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case D3D_FEATURE_LEVEL_11_1:
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case D3D_FEATURE_LEVEL_11_0:
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renderer->info.max_texture_width = renderer->info.max_texture_height = 16384;
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break;
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case D3D_FEATURE_LEVEL_10_1:
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case D3D_FEATURE_LEVEL_10_0:
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renderer->info.max_texture_width = renderer->info.max_texture_height = 8192;
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break;
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case D3D_FEATURE_LEVEL_9_3:
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renderer->info.max_texture_width = renderer->info.max_texture_height = 4096;
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break;
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case D3D_FEATURE_LEVEL_9_2:
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case D3D_FEATURE_LEVEL_9_1:
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renderer->info.max_texture_width = renderer->info.max_texture_height = 2048;
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break;
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}
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//
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// Load in SDL's one and only vertex shader:
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//
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