WinRT: fixed bug whereby offscreen-rendered content could get improperly rotated

Attributes on the host device's rotation were getting applied to offscreen
textures in an invalid manner.  This was causing some apps to look different,
depending on how the device was rotated.

--HG--
extra : rebase_source : 6c4e6b4b6386c34677532d2744d4e351ae6e9be0
This commit is contained in:
David Ludwig 2014-10-14 09:53:46 -04:00
parent e3348efdf0
commit d3886466c4

View file

@ -1329,11 +1329,23 @@ D3D11_IsDisplayRotated90Degrees(DXGI_MODE_ROTATION rotation)
} }
} }
static int
D3D11_GetRotationForCurrentRenderTarget(SDL_Renderer * renderer)
{
D3D11_RenderData *data = (D3D11_RenderData *)renderer->driverdata;
if (data->currentOffscreenRenderTargetView) {
return DXGI_MODE_ROTATION_IDENTITY;
} else {
return data->rotation;
}
}
static int static int
D3D11_GetViewportAlignedD3DRect(SDL_Renderer * renderer, const SDL_Rect * sdlRect, D3D11_RECT * outRect) D3D11_GetViewportAlignedD3DRect(SDL_Renderer * renderer, const SDL_Rect * sdlRect, D3D11_RECT * outRect)
{ {
D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata; D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
switch (data->rotation) { const int rotation = D3D11_GetRotationForCurrentRenderTarget(renderer);
switch (rotation) {
case DXGI_MODE_ROTATION_IDENTITY: case DXGI_MODE_ROTATION_IDENTITY:
outRect->left = sdlRect->x; outRect->left = sdlRect->x;
outRect->right = sdlRect->x + sdlRect->w; outRect->right = sdlRect->x + sdlRect->w;
@ -2151,6 +2163,7 @@ D3D11_UpdateViewport(SDL_Renderer * renderer)
SDL_FRect orientationAlignedViewport; SDL_FRect orientationAlignedViewport;
BOOL swapDimensions; BOOL swapDimensions;
D3D11_VIEWPORT viewport; D3D11_VIEWPORT viewport;
const int rotation = D3D11_GetRotationForCurrentRenderTarget(renderer);
if (renderer->viewport.w == 0 || renderer->viewport.h == 0) { if (renderer->viewport.w == 0 || renderer->viewport.h == 0) {
/* If the viewport is empty, assume that it is because /* If the viewport is empty, assume that it is because
@ -2166,7 +2179,7 @@ D3D11_UpdateViewport(SDL_Renderer * renderer)
* default coordinate system) so rotations will be done in the opposite * default coordinate system) so rotations will be done in the opposite
* direction of the DXGI_MODE_ROTATION enumeration. * direction of the DXGI_MODE_ROTATION enumeration.
*/ */
switch (data->rotation) { switch (rotation) {
case DXGI_MODE_ROTATION_IDENTITY: case DXGI_MODE_ROTATION_IDENTITY:
projection = MatrixIdentity(); projection = MatrixIdentity();
break; break;
@ -2217,7 +2230,7 @@ D3D11_UpdateViewport(SDL_Renderer * renderer)
* a landscape mode, for all Windows 8/RT devices, or a portrait mode, * a landscape mode, for all Windows 8/RT devices, or a portrait mode,
* for Windows Phone devices. * for Windows Phone devices.
*/ */
swapDimensions = D3D11_IsDisplayRotated90Degrees(data->rotation); swapDimensions = D3D11_IsDisplayRotated90Degrees(rotation);
if (swapDimensions) { if (swapDimensions) {
orientationAlignedViewport.x = (float) renderer->viewport.y; orientationAlignedViewport.x = (float) renderer->viewport.y;
orientationAlignedViewport.y = (float) renderer->viewport.x; orientationAlignedViewport.y = (float) renderer->viewport.x;