WinRT: more work on moving rendering code from SDL_winrtrenderer.* to SDL_render_d3d11*

This commit is contained in:
David Ludwig 2013-02-09 14:56:32 -05:00
parent 4b6b1755fe
commit 9df73a8ba1
5 changed files with 300 additions and 219 deletions

View file

@ -43,6 +43,11 @@ using namespace DirectX;
using namespace Microsoft::WRL;
using namespace std;
#ifdef __WINRT__
using namespace Windows::Graphics::Display;
using namespace Windows::UI::Core;
#endif
/* Direct3D 11.1 renderer implementation */
static SDL_Renderer *D3D11_CreateRenderer(SDL_Window * window, Uint32 flags);
@ -77,7 +82,7 @@ static void D3D11_RenderPresent(SDL_Renderer * renderer);
//static void D3D11_DestroyRenderer(SDL_Renderer * renderer);
/* Direct3D 11.1 Internal Functions */
HRESULT WINRT_CreateDeviceResources(SDL_Renderer * renderer);
HRESULT D3D11_CreateDeviceResources(SDL_Renderer * renderer);
extern "C" {
@ -132,6 +137,8 @@ D3D11_CreateRenderer(SDL_Window * window, Uint32 flags)
data->featureLevel = (D3D_FEATURE_LEVEL) 0;
data->vertexCount = 0;
data->loadingComplete = false;
data->windowSizeInDIPs = XMFLOAT2(0, 0);
data->renderTargetSize = XMFLOAT2(0, 0);
// TODO: Create Direct3D Object(s)
@ -327,7 +334,7 @@ D3D11_ReadShaderContents(const wstring & shaderName, vector<char> & out)
}
HRESULT
WINRT_CreateDeviceResources(SDL_Renderer * renderer)
D3D11_CreateDeviceResources(SDL_Renderer * renderer)
{
D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
@ -512,6 +519,264 @@ WINRT_CreateDeviceResources(SDL_Renderer * renderer)
return S_OK;
}
#ifdef __WINRT__
CoreWindow ^
D3D11_GetCoreWindowFromSDLRenderer(SDL_Renderer * renderer)
{
SDL_Window * sdlWindow = renderer->window;
if ( ! renderer->window ) {
return nullptr;
}
SDL_SysWMinfo sdlWindowInfo;
SDL_VERSION(&sdlWindowInfo.version);
if ( ! SDL_GetWindowWMInfo(sdlWindow, &sdlWindowInfo) ) {
return nullptr;
}
if (sdlWindowInfo.subsystem != SDL_SYSWM_WINDOWSRT) {
return nullptr;
}
CoreWindow ^* coreWindowPointer = (CoreWindow ^*) sdlWindowInfo.info.winrt.window;
if ( ! coreWindowPointer ) {
return nullptr;
}
return *coreWindowPointer;
}
static float
D3D11_ConvertDipsToPixels(float dips)
{
static const float dipsPerInch = 96.0f;
return floor(dips * DisplayProperties::LogicalDpi / dipsPerInch + 0.5f); // Round to nearest integer.
}
#endif
// WinRT, TODO: get D3D11_CreateWindowSizeDependentResources working on Win32
HRESULT
D3D11_CreateWindowSizeDependentResources(SDL_Renderer * renderer)
{
D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
HRESULT result = S_OK;
Windows::UI::Core::CoreWindow ^ coreWindow = D3D11_GetCoreWindowFromSDLRenderer(renderer);
// Store the window bounds so the next time we get a SizeChanged event we can
// avoid rebuilding everything if the size is identical.
data->windowSizeInDIPs.x = coreWindow->Bounds.Width;
data->windowSizeInDIPs.y = coreWindow->Bounds.Height;
// Calculate the necessary swap chain and render target size in pixels.
float windowWidth = D3D11_ConvertDipsToPixels(data->windowSizeInDIPs.x);
float windowHeight = D3D11_ConvertDipsToPixels(data->windowSizeInDIPs.y);
// The width and height of the swap chain must be based on the window's
// landscape-oriented width and height. If the window is in a portrait
// orientation, the dimensions must be reversed.
data->orientation = DisplayProperties::CurrentOrientation;
bool swapDimensions =
data->orientation == DisplayOrientations::Portrait ||
data->orientation == DisplayOrientations::PortraitFlipped;
data->renderTargetSize.x = swapDimensions ? windowHeight : windowWidth;
data->renderTargetSize.y = swapDimensions ? windowWidth : windowHeight;
if(data->swapChain != nullptr)
{
// If the swap chain already exists, resize it.
result = data->swapChain->ResizeBuffers(
2, // Double-buffered swap chain.
static_cast<UINT>(data->renderTargetSize.x),
static_cast<UINT>(data->renderTargetSize.y),
DXGI_FORMAT_B8G8R8A8_UNORM,
0
);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(__FUNCTION__, result);
return result;
}
}
else
{
// Otherwise, create a new one using the same adapter as the existing Direct3D device.
DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {0};
swapChainDesc.Width = static_cast<UINT>(data->renderTargetSize.x); // Match the size of the window.
swapChainDesc.Height = static_cast<UINT>(data->renderTargetSize.y);
swapChainDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM; // This is the most common swap chain format.
swapChainDesc.Stereo = false;
swapChainDesc.SampleDesc.Count = 1; // Don't use multi-sampling.
swapChainDesc.SampleDesc.Quality = 0;
swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
swapChainDesc.BufferCount = 2; // Use double-buffering to minimize latency.
#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
swapChainDesc.Scaling = DXGI_SCALING_STRETCH; // On phone, only stretch and aspect-ratio stretch scaling are allowed.
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; // On phone, no swap effects are supported.
#else
swapChainDesc.Scaling = DXGI_SCALING_NONE;
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL; // All Windows Store apps must use this SwapEffect.
#endif
swapChainDesc.Flags = 0;
ComPtr<IDXGIDevice1> dxgiDevice;
result = data->d3dDevice.As(&dxgiDevice);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(__FUNCTION__, result);
return result;
}
ComPtr<IDXGIAdapter> dxgiAdapter;
result = dxgiDevice->GetAdapter(&dxgiAdapter);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(__FUNCTION__, result);
return result;
}
ComPtr<IDXGIFactory2> dxgiFactory;
result = dxgiAdapter->GetParent(
__uuidof(IDXGIFactory2),
&dxgiFactory
);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(__FUNCTION__, result);
return result;
}
result = dxgiFactory->CreateSwapChainForCoreWindow(
data->d3dDevice.Get(),
reinterpret_cast<IUnknown*>(coreWindow),
&swapChainDesc,
nullptr, // Allow on all displays.
&data->swapChain
);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(__FUNCTION__, result);
return result;
}
// Ensure that DXGI does not queue more than one frame at a time. This both reduces latency and
// ensures that the application will only render after each VSync, minimizing power consumption.
result = dxgiDevice->SetMaximumFrameLatency(1);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(__FUNCTION__, result);
return result;
}
}
// Set the proper orientation for the swap chain, and generate the
// 3D matrix transformation for rendering to the rotated swap chain.
DXGI_MODE_ROTATION rotation = DXGI_MODE_ROTATION_UNSPECIFIED;
switch (data->orientation)
{
case DisplayOrientations::Landscape:
rotation = DXGI_MODE_ROTATION_IDENTITY;
data->orientationTransform3D = XMFLOAT4X4( // 0-degree Z-rotation
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f
);
break;
case DisplayOrientations::Portrait:
rotation = DXGI_MODE_ROTATION_ROTATE270;
data->orientationTransform3D = XMFLOAT4X4( // 90-degree Z-rotation
0.0f, 1.0f, 0.0f, 0.0f,
-1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f
);
break;
case DisplayOrientations::LandscapeFlipped:
rotation = DXGI_MODE_ROTATION_ROTATE180;
data->orientationTransform3D = XMFLOAT4X4( // 180-degree Z-rotation
-1.0f, 0.0f, 0.0f, 0.0f,
0.0f, -1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f
);
break;
case DisplayOrientations::PortraitFlipped:
rotation = DXGI_MODE_ROTATION_ROTATE90;
data->orientationTransform3D = XMFLOAT4X4( // 270-degree Z-rotation
0.0f, -1.0f, 0.0f, 0.0f,
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f
);
break;
default:
throw ref new Platform::FailureException();
}
#if WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP
// TODO, WinRT: Windows Phone does not have the IDXGISwapChain1::SetRotation method. Check if an alternative is available, or needed.
result = data->swapChain->SetRotation(rotation);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(__FUNCTION__, result);
return result;
}
#endif
// Create a render target view of the swap chain back buffer.
ComPtr<ID3D11Texture2D> backBuffer;
result = data->swapChain->GetBuffer(
0,
__uuidof(ID3D11Texture2D),
&backBuffer
);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(__FUNCTION__, result);
return result;
}
result = data->d3dDevice->CreateRenderTargetView(
backBuffer.Get(),
nullptr,
&data->renderTargetView
);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(__FUNCTION__, result);
return result;
}
// Create a depth stencil view.
CD3D11_TEXTURE2D_DESC depthStencilDesc(
DXGI_FORMAT_D24_UNORM_S8_UINT,
static_cast<UINT>(data->renderTargetSize.x),
static_cast<UINT>(data->renderTargetSize.y),
1,
1,
D3D11_BIND_DEPTH_STENCIL
);
ComPtr<ID3D11Texture2D> depthStencil;
result = data->d3dDevice->CreateTexture2D(
&depthStencilDesc,
nullptr,
&depthStencil
);
if (FAILED(result)) {
WIN_SetErrorFromHRESULT(__FUNCTION__, result);
return result;
}
// Set the rendering viewport to target the entire window.
CD3D11_VIEWPORT viewport(
0.0f,
0.0f,
data->renderTargetSize.x,
data->renderTargetSize.y
);
data->d3dContext->RSSetViewports(1, &viewport);
return S_OK;
}
static int
D3D11_UpdateViewport(SDL_Renderer * renderer)
{

View file

@ -40,6 +40,14 @@ typedef struct
D3D_FEATURE_LEVEL featureLevel;
unsigned int vertexCount;
bool loadingComplete;
// Cached renderer properties.
DirectX::XMFLOAT2 windowSizeInDIPs;
DirectX::XMFLOAT2 renderTargetSize;
Windows::Graphics::Display::DisplayOrientations orientation;
// Transform used for display orientation.
DirectX::XMFLOAT4X4 orientationTransform3D;
} D3D11_RenderData;
typedef struct

View file

@ -5,6 +5,10 @@
#include "SDLmain_WinRT_common.h"
#include "SDL_winrtrenderer.h"
extern "C" {
#include "SDL_syswm.h"
}
using namespace DirectX;
using namespace Microsoft::WRL;
using namespace std;
@ -12,6 +16,10 @@ using namespace Windows::UI::Core;
using namespace Windows::Foundation;
using namespace Windows::Graphics::Display;
extern HRESULT D3D11_CreateDeviceResources(SDL_Renderer * renderer);
extern CoreWindow ^ D3D11_GetCoreWindowFromSDLRenderer(SDL_Renderer * renderer);
extern HRESULT D3D11_CreateWindowSizeDependentResources(SDL_Renderer * renderer);
// Constructor.
SDL_winrtrenderer::SDL_winrtrenderer() :
m_mainTextureHelperSurface(NULL),
@ -29,10 +37,8 @@ SDL_winrtrenderer::~SDL_winrtrenderer()
}
// Initialize the Direct3D resources required to run.
void SDL_winrtrenderer::Initialize(CoreWindow^ window)
void SDL_winrtrenderer::Initialize()
{
m_window = window;
CreateDeviceResources();
CreateWindowSizeDependentResources();
}
@ -41,8 +47,8 @@ void SDL_winrtrenderer::Initialize(CoreWindow^ window)
void SDL_winrtrenderer::HandleDeviceLost()
{
// Reset these member variables to ensure that UpdateForWindowSizeChange recreates all resources.
m_windowBounds.Width = 0;
m_windowBounds.Height = 0;
m_sdlRendererData->windowSizeInDIPs.x = 0;
m_sdlRendererData->windowSizeInDIPs.y = 0;
m_sdlRendererData->swapChain = nullptr;
// TODO, WinRT: reconnect HandleDeviceLost to SDL_Renderer
@ -50,207 +56,16 @@ void SDL_winrtrenderer::HandleDeviceLost()
UpdateForWindowSizeChange();
}
extern HRESULT WINRT_CreateDeviceResources(SDL_Renderer * renderer);
// These are the resources that depend on the device.
void SDL_winrtrenderer::CreateDeviceResources()
{
DX::ThrowIfFailed(WINRT_CreateDeviceResources(m_sdlRenderer));
DX::ThrowIfFailed(D3D11_CreateDeviceResources(m_sdlRenderer));
}
// Allocate all memory resources that change on a window SizeChanged event.
void SDL_winrtrenderer::CreateWindowSizeDependentResources()
{
// Store the window bounds so the next time we get a SizeChanged event we can
// avoid rebuilding everything if the size is identical.
m_windowBounds = m_window->Bounds;
// Calculate the necessary swap chain and render target size in pixels.
float windowWidth = ConvertDipsToPixels(m_windowBounds.Width);
float windowHeight = ConvertDipsToPixels(m_windowBounds.Height);
// The width and height of the swap chain must be based on the window's
// landscape-oriented width and height. If the window is in a portrait
// orientation, the dimensions must be reversed.
m_orientation = DisplayProperties::CurrentOrientation;
bool swapDimensions =
m_orientation == DisplayOrientations::Portrait ||
m_orientation == DisplayOrientations::PortraitFlipped;
m_renderTargetSize.Width = swapDimensions ? windowHeight : windowWidth;
m_renderTargetSize.Height = swapDimensions ? windowWidth : windowHeight;
if(m_sdlRendererData->swapChain != nullptr)
{
// If the swap chain already exists, resize it.
DX::ThrowIfFailed(
m_sdlRendererData->swapChain->ResizeBuffers(
2, // Double-buffered swap chain.
static_cast<UINT>(m_renderTargetSize.Width),
static_cast<UINT>(m_renderTargetSize.Height),
DXGI_FORMAT_B8G8R8A8_UNORM,
0
)
);
}
else
{
// Otherwise, create a new one using the same adapter as the existing Direct3D device.
DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {0};
swapChainDesc.Width = static_cast<UINT>(m_renderTargetSize.Width); // Match the size of the window.
swapChainDesc.Height = static_cast<UINT>(m_renderTargetSize.Height);
swapChainDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM; // This is the most common swap chain format.
swapChainDesc.Stereo = false;
swapChainDesc.SampleDesc.Count = 1; // Don't use multi-sampling.
swapChainDesc.SampleDesc.Quality = 0;
swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
swapChainDesc.BufferCount = 2; // Use double-buffering to minimize latency.
#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
swapChainDesc.Scaling = DXGI_SCALING_STRETCH; // On phone, only stretch and aspect-ratio stretch scaling are allowed.
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; // On phone, no swap effects are supported.
#else
swapChainDesc.Scaling = DXGI_SCALING_NONE;
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL; // All Windows Store apps must use this SwapEffect.
#endif
swapChainDesc.Flags = 0;
ComPtr<IDXGIDevice1> dxgiDevice;
DX::ThrowIfFailed(
m_sdlRendererData->d3dDevice.As(&dxgiDevice)
);
ComPtr<IDXGIAdapter> dxgiAdapter;
DX::ThrowIfFailed(
dxgiDevice->GetAdapter(&dxgiAdapter)
);
ComPtr<IDXGIFactory2> dxgiFactory;
DX::ThrowIfFailed(
dxgiAdapter->GetParent(
__uuidof(IDXGIFactory2),
&dxgiFactory
)
);
Windows::UI::Core::CoreWindow^ window = m_window.Get();
DX::ThrowIfFailed(
dxgiFactory->CreateSwapChainForCoreWindow(
m_sdlRendererData->d3dDevice.Get(),
reinterpret_cast<IUnknown*>(window),
&swapChainDesc,
nullptr, // Allow on all displays.
&m_sdlRendererData->swapChain
)
);
// Ensure that DXGI does not queue more than one frame at a time. This both reduces latency and
// ensures that the application will only render after each VSync, minimizing power consumption.
DX::ThrowIfFailed(
dxgiDevice->SetMaximumFrameLatency(1)
);
}
// Set the proper orientation for the swap chain, and generate the
// 3D matrix transformation for rendering to the rotated swap chain.
DXGI_MODE_ROTATION rotation = DXGI_MODE_ROTATION_UNSPECIFIED;
switch (m_orientation)
{
case DisplayOrientations::Landscape:
rotation = DXGI_MODE_ROTATION_IDENTITY;
m_orientationTransform3D = XMFLOAT4X4( // 0-degree Z-rotation
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f
);
break;
case DisplayOrientations::Portrait:
rotation = DXGI_MODE_ROTATION_ROTATE270;
m_orientationTransform3D = XMFLOAT4X4( // 90-degree Z-rotation
0.0f, 1.0f, 0.0f, 0.0f,
-1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f
);
break;
case DisplayOrientations::LandscapeFlipped:
rotation = DXGI_MODE_ROTATION_ROTATE180;
m_orientationTransform3D = XMFLOAT4X4( // 180-degree Z-rotation
-1.0f, 0.0f, 0.0f, 0.0f,
0.0f, -1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f
);
break;
case DisplayOrientations::PortraitFlipped:
rotation = DXGI_MODE_ROTATION_ROTATE90;
m_orientationTransform3D = XMFLOAT4X4( // 270-degree Z-rotation
0.0f, -1.0f, 0.0f, 0.0f,
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f
);
break;
default:
throw ref new Platform::FailureException();
}
#if WINAPI_FAMILY != WINAPI_FAMILY_PHONE_APP
// TODO, WinRT: Windows Phone does not have the IDXGISwapChain1::SetRotation method. Check if an alternative is available, or needed.
DX::ThrowIfFailed(
m_sdlRendererData->swapChain->SetRotation(rotation)
);
#endif
// Create a render target view of the swap chain back buffer.
ComPtr<ID3D11Texture2D> backBuffer;
DX::ThrowIfFailed(
m_sdlRendererData->swapChain->GetBuffer(
0,
__uuidof(ID3D11Texture2D),
&backBuffer
)
);
DX::ThrowIfFailed(
m_sdlRendererData->d3dDevice->CreateRenderTargetView(
backBuffer.Get(),
nullptr,
&m_sdlRendererData->renderTargetView
)
);
// Create a depth stencil view.
CD3D11_TEXTURE2D_DESC depthStencilDesc(
DXGI_FORMAT_D24_UNORM_S8_UINT,
static_cast<UINT>(m_renderTargetSize.Width),
static_cast<UINT>(m_renderTargetSize.Height),
1,
1,
D3D11_BIND_DEPTH_STENCIL
);
ComPtr<ID3D11Texture2D> depthStencil;
DX::ThrowIfFailed(
m_sdlRendererData->d3dDevice->CreateTexture2D(
&depthStencilDesc,
nullptr,
&depthStencil
)
);
// Set the rendering viewport to target the entire window.
CD3D11_VIEWPORT viewport(
0.0f,
0.0f,
m_renderTargetSize.Width,
m_renderTargetSize.Height
);
m_sdlRendererData->d3dContext->RSSetViewports(1, &viewport);
DX::ThrowIfFailed(D3D11_CreateWindowSizeDependentResources(m_sdlRenderer));
}
void SDL_winrtrenderer::ResizeMainTexture(int w, int h)
@ -323,9 +138,10 @@ void SDL_winrtrenderer::ResizeMainTexture(int w, int h)
// This method is called in the event handler for the SizeChanged event.
void SDL_winrtrenderer::UpdateForWindowSizeChange()
{
if (m_window->Bounds.Width != m_windowBounds.Width ||
m_window->Bounds.Height != m_windowBounds.Height ||
m_orientation != DisplayProperties::CurrentOrientation)
CoreWindow ^ coreWindow = D3D11_GetCoreWindowFromSDLRenderer(m_sdlRenderer);
if (coreWindow->Bounds.Width != m_sdlRendererData->windowSizeInDIPs.x ||
coreWindow->Bounds.Height != m_sdlRendererData->windowSizeInDIPs.y ||
m_sdlRendererData->orientation != DisplayProperties::CurrentOrientation)
{
ID3D11RenderTargetView* nullViews[] = {nullptr};
m_sdlRendererData->d3dContext->OMSetRenderTargets(ARRAYSIZE(nullViews), nullViews, nullptr);

View file

@ -1,9 +1,13 @@
#pragma once
#include "DirectXHelper.h"
#include "SDL.h"
#include "../../render/direct3d11/SDL_render_d3d11_cpp.h"
extern "C" {
#include "SDL.h"
#include "../../render/SDL_sysrender.h"
}
// Helper class that initializes DirectX APIs for 3D rendering.
ref class SDL_winrtrenderer
{
@ -12,7 +16,7 @@ internal:
public:
virtual ~SDL_winrtrenderer();
virtual void Initialize(Windows::UI::Core::CoreWindow^ window);
virtual void Initialize();
virtual void HandleDeviceLost();
virtual void CreateDeviceResources();
virtual void CreateWindowSizeDependentResources();
@ -32,16 +36,4 @@ internal:
protected private:
// UpdateWindowSurface helper objects
SDL_Surface * m_mainTextureHelperSurface;
// Cached renderer properties.
Windows::Foundation::Size m_renderTargetSize;
Windows::Foundation::Rect m_windowBounds;
Platform::Agile<Windows::UI::Core::CoreWindow> m_window;
Windows::Graphics::Display::DisplayOrientations m_orientation;
// Transform used for display orientation.
DirectX::XMFLOAT4X4 m_orientationTransform3D;
// Has the renderer finished loading?
bool m_loadingComplete;
};

View file

@ -232,7 +232,7 @@ WINRT_CreateWindow(_THIS, SDL_Window * window)
SDL_Renderer * renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_TARGETTEXTURE);
SDL_WinRTGlobalApp->m_renderer->m_sdlRenderer = renderer;
SDL_WinRTGlobalApp->m_renderer->m_sdlRendererData = (D3D11_RenderData *) renderer->driverdata;
SDL_WinRTGlobalApp->m_renderer->Initialize(CoreWindow::GetForCurrentThread());
SDL_WinRTGlobalApp->m_renderer->Initialize();
/* All done! */
return 0;