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WinRT: made the D3D 11.1 renderer respect the 'srcrect' parameter of SDL_RenderCopy
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@@ -1261,13 +1261,17 @@ D3D11_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
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D3D11_RenderStartDrawOp(renderer);
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D3D11_RenderSetBlendMode(renderer, texture->blendMode);
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float minu = (float) srcrect->x / texture->w;
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float maxu = (float) (srcrect->x + srcrect->w) / texture->w;
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float minv = (float) srcrect->y / texture->h;
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float maxv = (float) (srcrect->y + srcrect->h) / texture->h;
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// WinRT, TODO: get srcrect working in tandem with SDL_RenderCopy, etc.
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VertexPositionColor vertices[] = {
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{XMFLOAT3(dstrect->x, dstrect->y, 0.0f), XMFLOAT2(0.0f, 0.0f), XMFLOAT4(1.0f, 1.0f, 1.0f, 1.0f)},
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{XMFLOAT3(dstrect->x, dstrect->y + dstrect->h, 0.0f), XMFLOAT2(0.0f, 1.0f), XMFLOAT4(1.0f, 1.0f, 1.0f, 1.0f)},
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{XMFLOAT3(dstrect->x + dstrect->w, dstrect->y, 0.0f), XMFLOAT2(1.0f, 0.0f), XMFLOAT4(1.0f, 1.0f, 1.0f, 1.0f)},
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{XMFLOAT3(dstrect->x + dstrect->w, dstrect->y + dstrect->h, 0.0f), XMFLOAT2(1.0f, 1.0f), XMFLOAT4(1.0f, 1.0f, 1.0f, 1.0f)},
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{XMFLOAT3(dstrect->x, dstrect->y, 0.0f), XMFLOAT2(minu, minv), XMFLOAT4(1.0f, 1.0f, 1.0f, 1.0f)},
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{XMFLOAT3(dstrect->x, dstrect->y + dstrect->h, 0.0f), XMFLOAT2(minu, maxv), XMFLOAT4(1.0f, 1.0f, 1.0f, 1.0f)},
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{XMFLOAT3(dstrect->x + dstrect->w, dstrect->y, 0.0f), XMFLOAT2(maxu, minv), XMFLOAT4(1.0f, 1.0f, 1.0f, 1.0f)},
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{XMFLOAT3(dstrect->x + dstrect->w, dstrect->y + dstrect->h, 0.0f), XMFLOAT2(maxu, maxv), XMFLOAT4(1.0f, 1.0f, 1.0f, 1.0f)},
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};
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if (D3D11_UpdateVertexBuffer(renderer, vertices, sizeof(vertices)) != 0) {
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return -1;
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