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Integrated David Ludwig's support for Windows RT
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@@ -50,6 +50,9 @@ static const SDL_RenderDriver *render_drivers[] = {
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#if SDL_VIDEO_RENDER_D3D
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&D3D_RenderDriver,
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#endif
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#if SDL_VIDEO_RENDER_D3D11
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&D3D11_RenderDriver,
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#endif
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#if SDL_VIDEO_RENDER_OGL
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&GL_RenderDriver,
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#endif
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@@ -171,6 +171,9 @@ struct SDL_RenderDriver
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#if SDL_VIDEO_RENDER_D3D
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extern SDL_RenderDriver D3D_RenderDriver;
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#endif
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#if SDL_VIDEO_RENDER_D3D11
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extern SDL_RenderDriver D3D11_RenderDriver;
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#endif
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#if SDL_VIDEO_RENDER_OGL
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extern SDL_RenderDriver GL_RenderDriver;
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#endif
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2386
src/render/direct3d11/SDL_render_d3d11.cpp
Normal file
2386
src/render/direct3d11/SDL_render_d3d11.cpp
Normal file
File diff suppressed because it is too large
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@@ -1805,6 +1805,14 @@ GLES2_CreateRenderer(SDL_Window *window, Uint32 flags)
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return NULL;
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}
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#if __WINRT__
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/* DLudwig, 2013-11-29: ANGLE for WinRT doesn't seem to work unless VSync
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* is turned on. Not doing so will freeze the screen's contents to that
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* of the first drawn frame.
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*/
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flags |= SDL_RENDERER_PRESENTVSYNC;
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#endif
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if (flags & SDL_RENDERER_PRESENTVSYNC) {
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SDL_GL_SetSwapInterval(1);
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} else {
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