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@@ -1897,7 +1897,7 @@ D3D11_UpdateViewport(SDL_Renderer * renderer)
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* with a non-empty viewport.
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*/
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/* SDL_Log("%s, no viewport was set!\n", __FUNCTION__); */
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- return 0;
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+ return -1;
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}
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/* Make sure the SDL viewport gets rotated to that of the physical display's rotation.
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@@ -1997,6 +1997,7 @@ D3D11_SetDrawState(SDL_Renderer * renderer, const SDL_RenderCommand *cmd, ID3D11
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ID3D11ShaderResourceView *shaderResource;
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const SDL_BlendMode blendMode = cmd->data.draw.blend;
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ID3D11BlendState *blendState = NULL;
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+ SDL_bool updateSubresource = SDL_FALSE;
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if (renderTargetView != rendererData->currentRenderTargetView) {
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ID3D11DeviceContext_OMSetRenderTargets(rendererData->d3dContext,
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@@ -2008,7 +2009,10 @@ D3D11_SetDrawState(SDL_Renderer * renderer, const SDL_RenderCommand *cmd, ID3D11
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}
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if (rendererData->viewportDirty) {
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- D3D11_UpdateViewport(renderer);
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+ if (D3D11_UpdateViewport(renderer) == 0) {
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+ /* vertexShaderConstantsData.projectionAndView has changed */
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+ updateSubresource = SDL_TRUE;
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+ }
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}
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if (rendererData->cliprectDirty) {
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@@ -2073,7 +2077,7 @@ D3D11_SetDrawState(SDL_Renderer * renderer, const SDL_RenderCommand *cmd, ID3D11
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rendererData->currentSampler = sampler;
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}
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- if (SDL_memcmp(&rendererData->vertexShaderConstantsData.model, newmatrix, sizeof (*newmatrix)) != 0) {
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+ if (updateSubresource == SDL_TRUE || SDL_memcmp(&rendererData->vertexShaderConstantsData.model, newmatrix, sizeof (*newmatrix)) != 0) {
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SDL_memcpy(&rendererData->vertexShaderConstantsData.model, newmatrix, sizeof (*newmatrix));
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ID3D11DeviceContext_UpdateSubresource(rendererData->d3dContext,
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(ID3D11Resource *)rendererData->vertexShaderConstants,
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