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@@ -247,7 +247,7 @@ D3D11_ReadShaderContents(const wstring & shaderName, vector<char> & out)
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fileName = SDL_WinRTGetFSPathUNICODE(SDL_WINRT_PATH_INSTALLED_LOCATION);
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fileName += L"\\";
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#endif
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- // WinRT, TODO: test Direct3D 11.1 shader loading on Win32
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+ // TODO, WinRT: test Direct3D 11.1 shader loading on Win32
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fileName += shaderName;
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return D3D11_ReadFileContents(fileName, out);
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}
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@@ -609,7 +609,7 @@ D3D11_ConvertDipsToPixels(float dips)
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#endif
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// Initialize all resources that change when the window's size changes.
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-// WinRT, TODO: get D3D11_CreateWindowSizeDependentResources working on Win32
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+// TODO, WinRT: get D3D11_CreateWindowSizeDependentResources working on Win32
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HRESULT
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D3D11_CreateWindowSizeDependentResources(SDL_Renderer * renderer)
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{
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@@ -1230,7 +1230,7 @@ D3D11_UpdateViewport(SDL_Renderer * renderer)
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orientationAlignedViewport.w = (float) renderer->viewport.w;
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orientationAlignedViewport.h = (float) renderer->viewport.h;
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}
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- // WinRT, TODO: get custom viewports working with non-Landscape modes (Portrait, PortraitFlipped, and LandscapeFlipped)
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+ // TODO, WinRT: get custom viewports working with non-Landscape modes (Portrait, PortraitFlipped, and LandscapeFlipped)
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D3D11_VIEWPORT viewport;
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memset(&viewport, 0, sizeof(viewport));
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