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Implemented fullscreen <-> windowed transition on Windows 8
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src/render/direct3d11/SDL_render_d3d11.c
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@@ -1732,7 +1732,6 @@ static HRESULT |
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D3D11_UpdateForWindowSizeChange(SDL_Renderer * renderer) |
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{ |
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D3D11_RenderData *data = (D3D11_RenderData *)renderer->driverdata; |
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/* FIXME: Do we need to release render targets like we do in D3D9? */ |
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return D3D11_CreateWindowSizeDependentResources(renderer); |
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} |
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@@ -3004,8 +3003,11 @@ D3D11_RenderPresent(SDL_Renderer * renderer) |
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* |
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* TODO, WinRT: consider throwing an exception if D3D11_RenderPresent fails, especially if there is a way to salvage debug info from users' machines |
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*/ |
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if (result == DXGI_ERROR_DEVICE_REMOVED) { |
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if ( result == DXGI_ERROR_DEVICE_REMOVED ) { |
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D3D11_HandleDeviceLost(renderer); |
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} else if (result == DXGI_ERROR_INVALID_CALL) { |
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/* We probably went through a fullscreen <-> windowed transition */ |
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D3D11_CreateWindowSizeDependentResources(renderer); |
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} else { |
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WIN_SetErrorFromHRESULT(__FUNCTION__ ", IDXGISwapChain::Present", result); |
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} |
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