Fixed various build and runtime errors when using WinRT with VS2012.

main
David Ludwig 2014-03-12 11:57:15 -04:00
parent 36e7c8d92d
commit b68b6e23d1
11 changed files with 125 additions and 30 deletions

View File

@ -62,7 +62,7 @@
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile>
<PreprocessorDefinitions>_USRDLL;UNICODE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PreprocessorDefinitions>_USRDLL;UNICODE;SDL_BUILDING_WINRT=1;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PrecompiledHeader>NotUsing</PrecompiledHeader>
<PrecompiledHeaderFile>pch.h</PrecompiledHeaderFile>
<CompileAsWinRT>false</CompileAsWinRT>
@ -75,12 +75,12 @@
<IgnoreAllDefaultLibraries>false</IgnoreAllDefaultLibraries>
<GenerateWindowsMetadata>false</GenerateWindowsMetadata>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalDependencies>d3d11.lib;xaudio2.lib;WindowsPhoneCore.lib;RuntimeObject.lib;PhoneAppModelHost.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalDependencies>DXGI.lib;d3d11.lib;xaudio2.lib;WindowsPhoneCore.lib;RuntimeObject.lib;PhoneAppModelHost.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<ClCompile>
<PreprocessorDefinitions>_USRDLL;UNICODE;NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PreprocessorDefinitions>_USRDLL;UNICODE;SDL_BUILDING_WINRT=1;NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PrecompiledHeader>NotUsing</PrecompiledHeader>
<PrecompiledHeaderFile>pch.h</PrecompiledHeaderFile>
<CompileAsWinRT>false</CompileAsWinRT>
@ -92,12 +92,12 @@
<IgnoreAllDefaultLibraries>false</IgnoreAllDefaultLibraries>
<GenerateWindowsMetadata>false</GenerateWindowsMetadata>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalDependencies>d3d11.lib;xaudio2.lib;WindowsPhoneCore.lib;RuntimeObject.lib;PhoneAppModelHost.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalDependencies>DXGI.lib;d3d11.lib;xaudio2.lib;WindowsPhoneCore.lib;RuntimeObject.lib;PhoneAppModelHost.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">
<ClCompile>
<PreprocessorDefinitions>_USRDLL;UNICODE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PreprocessorDefinitions>_USRDLL;UNICODE;SDL_BUILDING_WINRT=1;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PrecompiledHeader>NotUsing</PrecompiledHeader>
<PrecompiledHeaderFile>pch.h</PrecompiledHeaderFile>
<CompileAsWinRT>false</CompileAsWinRT>
@ -110,12 +110,12 @@
<IgnoreAllDefaultLibraries>false</IgnoreAllDefaultLibraries>
<GenerateWindowsMetadata>false</GenerateWindowsMetadata>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalDependencies>d3d11.lib;xaudio2.lib;WindowsPhoneCore.lib;RuntimeObject.lib;PhoneAppModelHost.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalDependencies>DXGI.lib;d3d11.lib;xaudio2.lib;WindowsPhoneCore.lib;RuntimeObject.lib;PhoneAppModelHost.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">
<ClCompile>
<PreprocessorDefinitions>_USRDLL;UNICODE;NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PreprocessorDefinitions>_USRDLL;UNICODE;SDL_BUILDING_WINRT=1;NDEBUG;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PrecompiledHeader>NotUsing</PrecompiledHeader>
<PrecompiledHeaderFile>pch.h</PrecompiledHeaderFile>
<CompileAsWinRT>false</CompileAsWinRT>
@ -127,7 +127,7 @@
<IgnoreAllDefaultLibraries>false</IgnoreAllDefaultLibraries>
<GenerateWindowsMetadata>false</GenerateWindowsMetadata>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalDependencies>d3d11.lib;xaudio2.lib;WindowsPhoneCore.lib;RuntimeObject.lib;PhoneAppModelHost.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalDependencies>DXGI.lib;d3d11.lib;xaudio2.lib;WindowsPhoneCore.lib;RuntimeObject.lib;PhoneAppModelHost.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link>
</ItemDefinitionGroup>
<ItemGroup>
@ -201,6 +201,9 @@
<ClInclude Include="..\..\src\core\winrt\SDL_winrtapp_common.h" />
<ClInclude Include="..\..\src\core\winrt\SDL_winrtapp_direct3d.h" />
<ClInclude Include="..\..\src\core\winrt\SDL_winrtapp_xaml.h" />
<ClInclude Include="..\..\src\dynapi\SDL_dynapi.h" />
<ClInclude Include="..\..\src\dynapi\SDL_dynapi_overrides.h" />
<ClInclude Include="..\..\src\dynapi\SDL_dynapi_procs.h" />
<ClInclude Include="..\..\src\events\blank_cursor.h" />
<ClInclude Include="..\..\src\events\default_cursor.h" />
<ClInclude Include="..\..\src\events\SDL_clipboardevents_c.h" />
@ -215,7 +218,9 @@
<ClInclude Include="..\..\src\haptic\SDL_syshaptic.h" />
<ClInclude Include="..\..\src\joystick\SDL_joystick_c.h" />
<ClInclude Include="..\..\src\joystick\SDL_sysjoystick.h" />
<ClInclude Include="..\..\src\render\direct3d11\SDL_render_d3d11_winrthelpers_cpp.h" />
<ClInclude Include="..\..\src\render\mmx.h" />
<ClInclude Include="..\..\src\render\SDL_d3dmath.h" />
<ClInclude Include="..\..\src\render\SDL_sysrender.h" />
<ClInclude Include="..\..\src\render\SDL_yuv_sw_c.h" />
<ClInclude Include="..\..\src\render\software\SDL_blendfillrect.h" />
@ -289,6 +294,7 @@
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</CompileAsWinRT>
</ClCompile>
<ClCompile Include="..\..\src\cpuinfo\SDL_cpuinfo.c" />
<ClCompile Include="..\..\src\dynapi\SDL_dynapi.c" />
<ClCompile Include="..\..\src\events\SDL_clipboardevents.c" />
<ClCompile Include="..\..\src\events\SDL_dropevents.c" />
<ClCompile Include="..\..\src\events\SDL_events.c" />
@ -311,12 +317,16 @@
<ClCompile Include="..\..\src\joystick\SDL_gamecontroller.c" />
<ClCompile Include="..\..\src\joystick\SDL_joystick.c" />
<ClCompile Include="..\..\src\loadso\windows\SDL_sysloadso.c" />
<ClCompile Include="..\..\src\render\direct3d11\SDL_render_d3d11.cpp">
<ClCompile Include="..\..\src\power\SDL_power.c" />
<ClCompile Include="..\..\src\power\winrt\SDL_syspower.cpp" />
<ClCompile Include="..\..\src\render\direct3d11\SDL_render_d3d11.c" />
<ClCompile Include="..\..\src\render\direct3d11\SDL_render_d3d11_winrthelpers.cpp">
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|ARM'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</CompileAsWinRT>
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</CompileAsWinRT>
</ClCompile>
<ClCompile Include="..\..\src\render\SDL_d3dmath.c" />
<ClCompile Include="..\..\src\render\SDL_render.c" />
<ClCompile Include="..\..\src\render\SDL_yuv_mmx.c" />
<ClCompile Include="..\..\src\render\SDL_yuv_sw.c" />

View File

@ -339,6 +339,21 @@
<ClInclude Include="..\..\include\SDL_filesystem.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\render\direct3d11\SDL_render_d3d11_winrthelpers_cpp.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\render\SDL_d3dmath.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\dynapi\SDL_dynapi.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\dynapi\SDL_dynapi_overrides.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\dynapi\SDL_dynapi_procs.h">
<Filter>Source Files</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<ClCompile Include="..\..\src\atomic\SDL_atomic.c">
@ -572,9 +587,6 @@
<ClCompile Include="..\..\src\video\SDL_video.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\render\direct3d11\SDL_render_d3d11.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\joystick\SDL_gamecontroller.c">
<Filter>Source Files</Filter>
</ClCompile>
@ -608,5 +620,23 @@
<ClCompile Include="..\..\src\filesystem\winrt\SDL_sysfilesystem.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\render\direct3d11\SDL_render_d3d11.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\render\direct3d11\SDL_render_d3d11_winrthelpers.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\render\SDL_d3dmath.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\dynapi\SDL_dynapi.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\power\winrt\SDL_syspower.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\power\SDL_power.c">
<Filter>Source Files</Filter>
</ClCompile>
</ItemGroup>
</Project>

View File

@ -72,6 +72,7 @@
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Release|x64'">true</CompileAsWinRT>
</ClCompile>
<ClCompile Include="..\..\src\cpuinfo\SDL_cpuinfo.c" />
<ClCompile Include="..\..\src\dynapi\SDL_dynapi.c" />
<ClCompile Include="..\..\src\events\SDL_clipboardevents.c" />
<ClCompile Include="..\..\src\events\SDL_dropevents.c" />
<ClCompile Include="..\..\src\events\SDL_events.c" />
@ -96,6 +97,8 @@
<ClCompile Include="..\..\src\joystick\SDL_joystick.c" />
<ClCompile Include="..\..\src\joystick\winrt\SDL_xinputjoystick.c" />
<ClCompile Include="..\..\src\loadso\windows\SDL_sysloadso.c" />
<ClCompile Include="..\..\src\power\SDL_power.c" />
<ClCompile Include="..\..\src\power\winrt\SDL_syspower.cpp" />
<ClCompile Include="..\..\src\render\direct3d11\SDL_render_d3d11.c" />
<ClCompile Include="..\..\src\render\direct3d11\SDL_render_d3d11_winrthelpers.cpp">
<CompileAsWinRT Condition="'$(Configuration)|$(Platform)'=='Debug|ARM'">true</CompileAsWinRT>
@ -107,6 +110,7 @@
</ClCompile>
<ClCompile Include="..\..\src\render\opengles2\SDL_render_gles2.c" />
<ClCompile Include="..\..\src\render\opengles2\SDL_shaders_gles2.c" />
<ClCompile Include="..\..\src\render\SDL_d3dmath.c" />
<ClCompile Include="..\..\src\render\SDL_render.c" />
<ClCompile Include="..\..\src\render\SDL_yuv_mmx.c" />
<ClCompile Include="..\..\src\render\SDL_yuv_sw.c" />
@ -270,6 +274,9 @@
<ClInclude Include="..\..\src\core\winrt\SDL_winrtapp_common.h" />
<ClInclude Include="..\..\src\core\winrt\SDL_winrtapp_direct3d.h" />
<ClInclude Include="..\..\src\core\winrt\SDL_winrtapp_xaml.h" />
<ClInclude Include="..\..\src\dynapi\SDL_dynapi.h" />
<ClInclude Include="..\..\src\dynapi\SDL_dynapi_overrides.h" />
<ClInclude Include="..\..\src\dynapi\SDL_dynapi_procs.h" />
<ClInclude Include="..\..\src\events\blank_cursor.h" />
<ClInclude Include="..\..\src\events\default_cursor.h" />
<ClInclude Include="..\..\src\events\SDL_clipboardevents_c.h" />
@ -289,6 +296,7 @@
<ClInclude Include="..\..\src\render\mmx.h" />
<ClInclude Include="..\..\src\render\opengles2\SDL_gles2funcs.h" />
<ClInclude Include="..\..\src\render\opengles2\SDL_shaders_gles2.h" />
<ClInclude Include="..\..\src\render\SDL_d3dmath.h" />
<ClInclude Include="..\..\src\render\SDL_sysrender.h" />
<ClInclude Include="..\..\src\render\SDL_yuv_sw_c.h" />
<ClInclude Include="..\..\src\render\software\SDL_blendfillrect.h" />
@ -426,7 +434,7 @@
<PrecompiledHeader>NotUsing</PrecompiledHeader>
<CompileAsWinRT>false</CompileAsWinRT>
<AdditionalIncludeDirectories>..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>_WINDLL;_CRT_SECURE_NO_WARNINGS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PreprocessorDefinitions>_WINDLL;_CRT_SECURE_NO_WARNINGS;SDL_BUILDING_WINRT=1;%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
@ -440,7 +448,7 @@
<PrecompiledHeader>NotUsing</PrecompiledHeader>
<CompileAsWinRT>false</CompileAsWinRT>
<AdditionalIncludeDirectories>..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>_WINDLL;_CRT_SECURE_NO_WARNINGS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PreprocessorDefinitions>_WINDLL;_CRT_SECURE_NO_WARNINGS;SDL_BUILDING_WINRT=1;%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
@ -454,7 +462,7 @@
<PrecompiledHeader>NotUsing</PrecompiledHeader>
<CompileAsWinRT>false</CompileAsWinRT>
<AdditionalIncludeDirectories>..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>_WINDLL;_CRT_SECURE_NO_WARNINGS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PreprocessorDefinitions>_WINDLL;_CRT_SECURE_NO_WARNINGS;SDL_BUILDING_WINRT=1;%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
@ -468,7 +476,7 @@
<PrecompiledHeader>NotUsing</PrecompiledHeader>
<CompileAsWinRT>false</CompileAsWinRT>
<AdditionalIncludeDirectories>..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>_WINDLL;_CRT_SECURE_NO_WARNINGS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PreprocessorDefinitions>_WINDLL;_CRT_SECURE_NO_WARNINGS;SDL_BUILDING_WINRT=1;%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
@ -482,7 +490,7 @@
<PrecompiledHeader>NotUsing</PrecompiledHeader>
<CompileAsWinRT>false</CompileAsWinRT>
<AdditionalIncludeDirectories>..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>_WINDLL;_CRT_SECURE_NO_WARNINGS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PreprocessorDefinitions>_WINDLL;_CRT_SECURE_NO_WARNINGS;SDL_BUILDING_WINRT=1;%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
@ -496,7 +504,7 @@
<PrecompiledHeader>NotUsing</PrecompiledHeader>
<CompileAsWinRT>false</CompileAsWinRT>
<AdditionalIncludeDirectories>..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>_WINDLL;_CRT_SECURE_NO_WARNINGS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<PreprocessorDefinitions>_WINDLL;_CRT_SECURE_NO_WARNINGS;SDL_BUILDING_WINRT=1;%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>

View File

@ -283,6 +283,18 @@
<ClCompile Include="..\..\src\render\direct3d11\SDL_render_d3d11_winrthelpers.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\render\SDL_d3dmath.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\dynapi\SDL_dynapi.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\power\winrt\SDL_syspower.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="..\..\src\power\SDL_power.c">
<Filter>Source Files</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\include\begin_code.h">
@ -642,6 +654,18 @@
<ClInclude Include="..\..\src\render\direct3d11\SDL_render_d3d11_winrthelpers_cpp.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\render\SDL_d3dmath.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\dynapi\SDL_dynapi.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\dynapi\SDL_dynapi_overrides.h">
<Filter>Source Files</Filter>
</ClInclude>
<ClInclude Include="..\..\src\dynapi\SDL_dynapi_procs.h">
<Filter>Source Files</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<Filter Include="Header Files">

View File

@ -180,8 +180,7 @@ typedef unsigned int uintptr_t;
#endif
/* Enable system power support */
// TODO, WinRT: investigate system power support. The Win32-based APIs don't work on WinRT.
#define SDL_POWER_DISABLED 1
#define SDL_POWER_WINRT 1
/* Enable assembly routines (Win64 doesn't have inline asm) */
#ifndef _WIN64

View File

@ -42,7 +42,7 @@
SDL_bool WINRT_XAMLWasEnabled = SDL_FALSE;
#if WINAPI_FAMILY == WINAPI_FAMILY_APP
ISwapChainBackgroundPanelNative * WINRT_GlobalSwapChainBackgroundPanelNative = NULL;
extern "C" ISwapChainBackgroundPanelNative * WINRT_GlobalSwapChainBackgroundPanelNative = NULL;
static Windows::Foundation::EventRegistrationToken WINRT_XAMLAppEventToken;
#endif

View File

@ -45,6 +45,8 @@
#if TARGET_OS_IPHONE /* probably not useful on iOS. */
#define SDL_DYNAMIC_API 0
#elif SDL_BUILDING_WINRT /* probaly not useful on WinRT, given current .dll loading restrictions */
#define SDL_DYNAMIC_API 0
#else /* everyone else. */
#define SDL_DYNAMIC_API 1
#endif

View File

@ -37,6 +37,7 @@ SDL_bool SDL_GetPowerInfo_Haiku(SDL_PowerState *, int *, int *);
SDL_bool SDL_GetPowerInfo_UIKit(SDL_PowerState *, int *, int *);
SDL_bool SDL_GetPowerInfo_Android(SDL_PowerState *, int *, int *);
SDL_bool SDL_GetPowerInfo_PSP(SDL_PowerState *, int *, int *);
SDL_bool SDL_GetPowerInfo_WinRT(SDL_PowerState *, int *, int *);
#ifndef SDL_POWER_DISABLED
#ifdef SDL_POWER_HARDWIRED
@ -77,6 +78,9 @@ static SDL_GetPowerInfo_Impl implementations[] = {
#ifdef SDL_POWER_PSP /* handles PSP. */
SDL_GetPowerInfo_PSP,
#endif
#ifdef SDL_POWER_WINRT /* handles WinRT */
SDL_GetPowerInfo_WinRT,
#endif
#ifdef SDL_POWER_HARDWIRED
SDL_GetPowerInfo_Hardwired,

View File

@ -961,11 +961,10 @@ D3D11_CreateDeviceResources(SDL_Renderer * renderer)
D3D11_SAMPLER_DESC samplerDesc;
D3D11_RASTERIZER_DESC rasterDesc;
// TODO, WinRT, Mar 11, 2014: once SDL/WinRT is back up and running, see if D3D11 init functions are loadable (via LoadPackagedLibrary/SDL_LoadObject, etc.)
//#ifdef __WINRT__
// CreateDXGIFactoryFunc = CreateDXGIFactory;
// D3D11CreateDeviceFunc = D3D11CreateDevice;
//#else
#ifdef __WINRT__
CreateDXGIFactoryFunc = CreateDXGIFactory1;
D3D11CreateDeviceFunc = D3D11CreateDevice;
#else
data->hDXGIMod = SDL_LoadObject("dxgi.dll");
if (!data->hDXGIMod) {
result = E_FAIL;
@ -989,7 +988,7 @@ D3D11_CreateDeviceResources(SDL_Renderer * renderer)
result = E_FAIL;
goto done;
}
//#endif /* __WINRT__ */
#endif /* __WINRT__ */
result = CreateDXGIFactoryFunc(&IID_IDXGIFactory2, &data->dxgiFactory);
if (FAILED(result)) {
@ -2833,6 +2832,11 @@ D3D11_RenderPresent(SDL_Renderer * renderer)
HRESULT result;
DXGI_PRESENT_PARAMETERS parameters;
#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
syncInterval = 1;
presentFlags = 0;
result = IDXGISwapChain_Present(data->swapChain, syncInterval, presentFlags);
#else
if (renderer->info.flags & SDL_RENDERER_PRESENTVSYNC) {
syncInterval = 1;
presentFlags = 0;
@ -2841,9 +2845,6 @@ D3D11_RenderPresent(SDL_Renderer * renderer)
presentFlags = DXGI_PRESENT_DO_NOT_WAIT;
}
#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
result = IDXGISwapChain_Present(data->swapChain, syncInterval, presentFlags);
#else
/* The application may optionally specify "dirty" or "scroll"
* rects to improve efficiency in certain scenarios.
* This option is not available on Windows Phone 8, to note.

View File

@ -37,6 +37,8 @@ extern "C" {
using namespace Windows::UI::Core;
using namespace Windows::Graphics::Display;
#include <DXGI.h>
extern "C" void *
D3D11_GetCoreWindowFromSDLRenderer(SDL_Renderer * renderer)

View File

@ -79,6 +79,21 @@ SDL_mutexP(SDL_mutex * mutex)
}
}
/* TryLock the mutex */
int
SDL_TryLockMutex(SDL_mutex * mutex)
{
int retval = 0;
if (mutex == NULL) {
return SDL_SetError("Passed a NULL mutex");
}
if (mutex->cpp_mutex.try_lock() == false) {
retval = SDL_MUTEX_TIMEDOUT;
}
return retval;
}
/* Unlock the mutex */
extern "C"
int