Thu, 26 Dec 2013 13:59:01 -0500WinRT: fixed crash on ARM and x64 during OpenGL window init
David Ludwig <dludwig@pobox.com> [Thu, 26 Dec 2013 13:59:01 -0500] rev 8572
WinRT: fixed crash on ARM and x64 during OpenGL window init

Thu, 26 Dec 2013 11:04:35 -0500WinRT: minor header file usage cleanup in the d3d11 renderer
David Ludwig <dludwig@pobox.com> [Thu, 26 Dec 2013 11:04:35 -0500] rev 8571
WinRT: minor header file usage cleanup in the d3d11 renderer

Thu, 26 Dec 2013 11:03:43 -0500WinRT: simplified the d3d11 vertex shader a bit
David Ludwig <dludwig@pobox.com> [Thu, 26 Dec 2013 11:03:43 -0500] rev 8570
WinRT: simplified the d3d11 vertex shader a bit

The projection and view matrices are now computed ahead of time, as they both get computed in the same spot, and typically not often. If this does, however, become a performance problem later on, this change can always be reverted.

Thu, 26 Dec 2013 10:18:33 -0500WinRT: implemented SDL_RenderSetClipRect for the d3d11 renderer
David Ludwig <dludwig@pobox.com> [Thu, 26 Dec 2013 10:18:33 -0500] rev 8569
WinRT: implemented SDL_RenderSetClipRect for the d3d11 renderer

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.