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WinRT: added a stub implementation of UpdateClipRect to the D3D 11.1 renderer
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@ -69,6 +69,7 @@ static int D3D11_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
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static void D3D11_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture);
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static void D3D11_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture);
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static int D3D11_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture);
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static int D3D11_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture);
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static int D3D11_UpdateViewport(SDL_Renderer * renderer);
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static int D3D11_UpdateViewport(SDL_Renderer * renderer);
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static int D3D11_UpdateClipRect(SDL_Renderer * renderer);
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static int D3D11_RenderClear(SDL_Renderer * renderer);
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static int D3D11_RenderClear(SDL_Renderer * renderer);
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static int D3D11_RenderDrawPoints(SDL_Renderer * renderer,
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static int D3D11_RenderDrawPoints(SDL_Renderer * renderer,
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const SDL_FPoint * points, int count);
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const SDL_FPoint * points, int count);
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@ -176,6 +177,7 @@ D3D11_CreateRenderer(SDL_Window * window, Uint32 flags)
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renderer->UnlockTexture = D3D11_UnlockTexture;
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renderer->UnlockTexture = D3D11_UnlockTexture;
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renderer->SetRenderTarget = D3D11_SetRenderTarget;
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renderer->SetRenderTarget = D3D11_SetRenderTarget;
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renderer->UpdateViewport = D3D11_UpdateViewport;
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renderer->UpdateViewport = D3D11_UpdateViewport;
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renderer->UpdateClipRect = D3D11_UpdateClipRect;
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renderer->RenderClear = D3D11_RenderClear;
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renderer->RenderClear = D3D11_RenderClear;
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renderer->RenderDrawPoints = D3D11_RenderDrawPoints;
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renderer->RenderDrawPoints = D3D11_RenderDrawPoints;
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renderer->RenderDrawLines = D3D11_RenderDrawLines;
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renderer->RenderDrawLines = D3D11_RenderDrawLines;
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@ -1254,6 +1256,13 @@ D3D11_UpdateViewport(SDL_Renderer * renderer)
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return 0;
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return 0;
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}
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}
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static int
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D3D11_UpdateClipRect(SDL_Renderer * renderer)
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{
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// TODO, WinRT: implement D3D11_UpdateClipRect
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return 0;
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}
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static ComPtr<ID3D11RenderTargetView> &
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static ComPtr<ID3D11RenderTargetView> &
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D3D11_GetCurrentRenderTargetView(SDL_Renderer * renderer)
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D3D11_GetCurrentRenderTargetView(SDL_Renderer * renderer)
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{
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{
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