Wed, 25 Dec 2013 23:46:19 -0500WinRT: corrected a minor error in an end-of-file comment
David Ludwig <dludwig@pobox.com> [Wed, 25 Dec 2013 23:46:19 -0500] rev 8568
WinRT: corrected a minor error in an end-of-file comment

Wed, 25 Dec 2013 23:45:07 -0500WinRT: minor rotation/orientation code cleanup in the d3d11 renderer
David Ludwig <dludwig@pobox.com> [Wed, 25 Dec 2013 23:45:07 -0500] rev 8567
WinRT: minor rotation/orientation code cleanup in the d3d11 renderer

Wed, 25 Dec 2013 23:25:25 -0500WinRT: removed a bit of dead d3d11 code
David Ludwig <dludwig@pobox.com> [Wed, 25 Dec 2013 23:25:25 -0500] rev 8566
WinRT: removed a bit of dead d3d11 code

Wed, 25 Dec 2013 22:27:58 -0500WinRT: d3d11 compiled-shader code cleanup
David Ludwig <dludwig@pobox.com> [Wed, 25 Dec 2013 22:27:58 -0500] rev 8565
WinRT: d3d11 compiled-shader code cleanup

I'm surprised this code even compiled, before this change. It did, but regardless, here's a cleanup.

Wed, 25 Dec 2013 22:05:18 -0500WinRT: made sure d3d11 debug mode doesn't get enabled by default
David Ludwig <dludwig@pobox.com> [Wed, 25 Dec 2013 22:05:18 -0500] rev 8564
WinRT: made sure d3d11 debug mode doesn't get enabled by default

D3D11 debug mode got inadvertently enabled, in all cases, via changeset c0e68f3. This change reverts that.

Wed, 25 Dec 2013 21:39:48 -0500WinRT: compiled the d3d11 renderer's shaders into SDL itself
David Ludwig <dludwig@pobox.com> [Wed, 25 Dec 2013 21:39:48 -0500] rev 8563
WinRT: compiled the d3d11 renderer's shaders into SDL itself

Previously, the shaders would get compiled separately, the output of which would need to be packaged into the app. This change should make SDL's dll be the only binary needed to include SDL in a WinRT app.

Wed, 25 Dec 2013 14:42:38 -0500WinRT: prevented a potential race condition in the XInput backend
David Ludwig <dludwig@pobox.com> [Wed, 25 Dec 2013 14:42:38 -0500] rev 8562
WinRT: prevented a potential race condition in the XInput backend

The race condition could've been triggered on device removal.

Wed, 25 Dec 2013 14:20:40 -0500WinRT: added a TODO note regarding texture-[un]locking in the d3d11 renderer
David Ludwig <dludwig@pobox.com> [Wed, 25 Dec 2013 14:20:40 -0500] rev 8561
WinRT: added a TODO note regarding texture-[un]locking in the d3d11 renderer

Wed, 25 Dec 2013 14:17:49 -0500WinRT: renamed d3d11-internal struct, SDL_VertexShaderConstants, to just VertexShaderConstants
David Ludwig <dludwig@pobox.com> [Wed, 25 Dec 2013 14:17:49 -0500] rev 8560
WinRT: renamed d3d11-internal struct, SDL_VertexShaderConstants, to just VertexShaderConstants

This is primarily to keep naming consistent with other shader-bound structs.

Wed, 25 Dec 2013 13:13:15 -0500WinRT: moved contents of the d3d11 renderer's header file into its implementation file
David Ludwig <dludwig@pobox.com> [Wed, 25 Dec 2013 13:13:15 -0500] rev 8559
WinRT: moved contents of the d3d11 renderer's header file into its implementation file