Commit 25abce513d2767b0545d5b16dfc2e9a214ed738d

David Ludwig 2015-11-29T19:33:11

WinRT: added Win10/UWP (Universal Windows Platform) support "UWP" appears to be Microsoft's new name for WinRT/Windows-Store APIs. This set of changes updates SDL's WinRT backends to support the Win10 flavor of WinRT. It has been tested on Win10 on a desktop. In theory, it should also support Win10 on other devices (phone, Xbox One, etc.), however further patches may be necessary. This adds: - a set of MSVC 2015 project files, for use in creating UWP apps - modifications to various pieces of SDL, in order to compile via MSVC 2015 + the Win10 API set - enables SDL_Window resizing and programmatic-fullscreen toggling, when using the WinRT backend - WinRT README updates

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diff --git a/VisualC-WinRT/UWP_VS2015/SDL-UWP.vcxproj b/VisualC-WinRT/UWP_VS2015/SDL-UWP.vcxproj
new file mode 100644
index 0000000..305a3ca
--- /dev/null
+++ b/VisualC-WinRT/UWP_VS2015/SDL-UWP.vcxproj
@@ -0,0 +1,554 @@
+<?xml version="1.0" encoding="utf-8"?>
+<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
+  <ItemGroup Label="ProjectConfigurations">
+    <ProjectConfiguration Include="Debug|ARM">
+      <Configuration>Debug</Configuration>
+      <Platform>ARM</Platform>
+    </ProjectConfiguration>
+    <ProjectConfiguration Include="Debug|Win32">
+      <Configuration>Debug</Configuration>
+      <Platform>Win32</Platform>
+    </ProjectConfiguration>
+    <ProjectConfiguration Include="Debug|x64">
+      <Configuration>Debug</Configuration>
+      <Platform>x64</Platform>
+    </ProjectConfiguration>
+    <ProjectConfiguration Include="Release|ARM">
+      <Configuration>Release</Configuration>
+      <Platform>ARM</Platform>
+    </ProjectConfiguration>
+    <ProjectConfiguration Include="Release|Win32">
+      <Configuration>Release</Configuration>
+      <Platform>Win32</Platform>
+    </ProjectConfiguration>
+    <ProjectConfiguration Include="Release|x64">
+      <Configuration>Release</Configuration>
+      <Platform>x64</Platform>
+    </ProjectConfiguration>
+  </ItemGroup>
+  <ItemGroup>
+    <ClInclude Include="..\..\include\begin_code.h" />
+    <ClInclude Include="..\..\include\close_code.h" />
+    <ClInclude Include="..\..\include\SDL.h" />
+    <ClInclude Include="..\..\include\SDL_assert.h" />
+    <ClInclude Include="..\..\include\SDL_atomic.h" />
+    <ClInclude Include="..\..\include\SDL_audio.h" />
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new file mode 100644
index 0000000..b8c6d71
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+    </ClInclude>
+    <ClInclude Include="..\..\src\video\SDL_shape_internals.h">
+      <Filter>Source Files</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\src\video\SDL_sysvideo.h">
+      <Filter>Source Files</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\src\video\winrt\SDL_winrtevents_c.h">
+      <Filter>Source Files</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\src\video\winrt\SDL_winrtmessagebox.h">
+      <Filter>Source Files</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\src\video\winrt\SDL_winrtmouse_c.h">
+      <Filter>Source Files</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\src\video\winrt\SDL_winrtopengles.h">
+      <Filter>Source Files</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\src\video\winrt\SDL_winrtvideo_cpp.h">
+      <Filter>Source Files</Filter>
+    </ClInclude>
+    <ClInclude Include="..\..\src\haptic\windows\SDL_dinputhaptic_c.h" />
+    <ClInclude Include="..\..\src\haptic\windows\SDL_windowshaptic_c.h" />
+    <ClInclude Include="..\..\src\haptic\windows\SDL_xinputhaptic_c.h" />
+    <ClInclude Include="..\..\src\audio\xaudio2\SDL_xaudio2.h">
+      <Filter>Source Files</Filter>
+    </ClInclude>
+  </ItemGroup>
+  <ItemGroup>
+    <ClCompile Include="..\..\src\atomic\SDL_atomic.c">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\atomic\SDL_spinlock.c">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\audio\disk\SDL_diskaudio.c">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\audio\dummy\SDL_dummyaudio.c">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\audio\SDL_audio.c">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\audio\SDL_audiocvt.c">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\audio\SDL_audiodev.c">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\audio\SDL_audiotypecvt.c">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\audio\SDL_mixer.c">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\audio\SDL_wave.c">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\audio\xaudio2\SDL_xaudio2_winrthelpers.cpp">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\core\windows\SDL_windows.c">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\core\windows\SDL_xinput.c">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\core\winrt\SDL_winrtapp_common.cpp">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\core\winrt\SDL_winrtapp_direct3d.cpp">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\core\winrt\SDL_winrtapp_xaml.cpp">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\cpuinfo\SDL_cpuinfo.c">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\dynapi\SDL_dynapi.c">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\events\SDL_clipboardevents.c">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\events\SDL_dropevents.c">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\events\SDL_events.c">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\events\SDL_gesture.c">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\events\SDL_keyboard.c">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\events\SDL_mouse.c">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\events\SDL_quit.c">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\events\SDL_touch.c">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\events\SDL_windowevents.c">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\filesystem\winrt\SDL_sysfilesystem.cpp">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\file\SDL_rwops.c">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\haptic\dummy\SDL_syshaptic.c">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\haptic\SDL_haptic.c">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\joystick\dummy\SDL_sysjoystick.c">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\joystick\SDL_gamecontroller.c">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\joystick\SDL_joystick.c">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\joystick\windows\SDL_dinputjoystick.c">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\joystick\windows\SDL_windowsjoystick.c">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\joystick\windows\SDL_xinputjoystick.c">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\loadso\windows\SDL_sysloadso.c">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\power\SDL_power.c">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\power\winrt\SDL_syspower.cpp">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\render\direct3d11\SDL_render_d3d11.c">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\render\direct3d11\SDL_render_winrt.cpp">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\render\opengles2\SDL_render_gles2.c">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\render\opengles2\SDL_shaders_gles2.c">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\render\SDL_d3dmath.c">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\render\SDL_render.c">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\render\SDL_yuv_mmx.c">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\render\SDL_yuv_sw.c">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\render\software\SDL_blendfillrect.c">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\render\software\SDL_blendline.c">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\render\software\SDL_blendpoint.c">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\render\software\SDL_drawline.c">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\render\software\SDL_drawpoint.c">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\render\software\SDL_render_sw.c">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\render\software\SDL_rotate.c">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\SDL.c">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\SDL_assert.c">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\SDL_error.c">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\SDL_hints.c">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\SDL_log.c">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\stdlib\SDL_getenv.c">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\stdlib\SDL_iconv.c">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\stdlib\SDL_malloc.c">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\stdlib\SDL_qsort.c">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\stdlib\SDL_stdlib.c">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\stdlib\SDL_string.c">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\thread\generic\SDL_syssem.c">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\thread\SDL_thread.c">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\thread\stdcpp\SDL_syscond.cpp">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\thread\stdcpp\SDL_sysmutex.cpp">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\thread\stdcpp\SDL_systhread.cpp">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\timer\SDL_timer.c">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\timer\windows\SDL_systimer.c">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\video\dummy\SDL_nullevents.c">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\video\dummy\SDL_nullframebuffer.c">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\video\dummy\SDL_nullvideo.c">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\video\SDL_blit.c">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\video\SDL_blit_0.c">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\video\SDL_blit_1.c">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\video\SDL_blit_A.c">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\video\SDL_blit_auto.c">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\video\SDL_blit_copy.c">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\video\SDL_blit_N.c">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\video\SDL_blit_slow.c">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\video\SDL_bmp.c">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\video\SDL_clipboard.c">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\video\SDL_egl.c">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\video\SDL_fillrect.c">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\video\SDL_pixels.c">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\video\SDL_rect.c">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\video\SDL_RLEaccel.c">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\video\SDL_shape.c">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\video\SDL_stretch.c">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\video\SDL_surface.c">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\video\SDL_video.c">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\video\winrt\SDL_winrtevents.cpp">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\video\winrt\SDL_winrtkeyboard.cpp">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\video\winrt\SDL_winrtmessagebox.cpp">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\video\winrt\SDL_winrtmouse.cpp">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\video\winrt\SDL_winrtopengles.cpp">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\video\winrt\SDL_winrtpointerinput.cpp">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\video\winrt\SDL_winrtvideo.cpp">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+    <ClCompile Include="..\..\src\haptic\windows\SDL_dinputhaptic.c" />
+    <ClCompile Include="..\..\src\haptic\windows\SDL_windowshaptic.c" />
+    <ClCompile Include="..\..\src\haptic\windows\SDL_xinputhaptic.c" />
+    <ClCompile Include="..\..\src\audio\xaudio2\SDL_xaudio2.c">
+      <Filter>Source Files</Filter>
+    </ClCompile>
+  </ItemGroup>
+</Project>
\ No newline at end of file
diff --git a/docs/README-winrt.md b/docs/README-winrt.md
index 75cd7cd..741def6 100644
--- a/docs/README-winrt.md
+++ b/docs/README-winrt.md
@@ -10,6 +10,7 @@ primarily, via a Microsoft-run online store (of the same name).
 
 Some of the operating systems that include WinRT, are:
 
+* Windows 10, via its Universal Windows Platform (UWP) APIs
 * Windows 8.x
 * Windows RT 8.x (aka. Windows 8.x for ARM processors)
 * Windows Phone 8.x
@@ -18,12 +19,12 @@ Some of the operating systems that include WinRT, are:
 Requirements
 ------------
 
-* Microsoft Visual C++ (aka Visual Studio), either 2013 or 2012 versions
+* Microsoft Visual C++ (aka Visual Studio), either 2015, 2013, or 2012
   - Free, "Community" or "Express" editions may be used, so long as they
     include  support for either "Windows Store" or "Windows Phone" apps.
     "Express" versions marked as supporting "Windows Desktop" development
     typically do not include support for creating WinRT apps, to note.
-    (The "Community" edition of Visual C++ 2013 does, however, support both
+    (The "Community" editions of Visual C++ do, however, support both
     desktop/Win32 and WinRT development).
   - Visual C++ 2012 can only build apps that target versions 8.0 of Windows,
     or  Windows Phone.  8.0-targetted apps will run on devices running 8.1
@@ -50,25 +51,21 @@ Status
 Here is a rough list of what works, and what doens't:
 
 * What works:
-  * compilation via Visual C++ 2012 and 2013
+  * compilation via Visual C++ 2012 through 2015
   * compile-time platform detection for SDL programs.  The C/C++ #define,
     `__WINRT__`, will be set to 1 (by SDL) when compiling for WinRT.
   * GPU-accelerated 2D rendering, via SDL_Renderer.
+  * OpenGL ES 2, via the ANGLE library (included separately from SDL)
   * software rendering, via either SDL_Surface (optionally in conjunction with
     SDL_GetWindowSurface() and SDL_UpdateWindowSurface()) or via the
     SDL_Renderer APIs
-  * threads.  Significant chunks of Win32's threading APIs are not available in
-    WinRT.  A new, SDL threading backend was built using C++11's threading APIs
-    (std::thread, std::mutex, std::condition_variable, etc.), which C or C++
-    programs alike can access via SDL's threading APIs.  Support for thread
-    priorities is not, however, currently available, due to restrictions in
-    WinRT's own API set.
+  * threads
   * timers (via SDL_GetTicks(), SDL_AddTimer(), SDL_GetPerformanceCounter(),
     SDL_GetPerformanceFrequency(), etc.)
   * file I/O via SDL_RWops
   * mouse input  (unsupported on Windows Phone)
   * audio, via a modified version of SDL's XAudio2 backend
-  * .DLL file loading.  Libraries must be packaged inside applications.  Loading
+  * .DLL file loading.  Libraries *MUST* be packaged inside applications.  Loading
     anything outside of the app is not supported.
   * system path retrieval via SDL's filesystem APIs
   * game controllers.  Support is provided via the SDL_Joystick and
@@ -76,10 +73,7 @@ Here is a rough list of what works, and what doens't:
   * multi-touch input
   * app events.  SDL_APP_WILLENTER* and SDL_APP_DIDENTER* events get sent out as
     appropriate.
-  * window events.  SDL_WINDOWEVENT_MINIMIZED and SDL_WINDOWEVENT_RESTORED are
-    sent out on app suspend and resume, respectively.  SDL_WINDOWEVENT_SHOWN and
-    SDL_WINDOWEVENT_HIDDEN are also sent, but not necessarily on app suspend or
-    resume, as WinRT treats these two concepts differently..
+  * window events
   * using Direct3D 11.x APIs outside of SDL.  Non-XAML / Direct3D-only apps can
     choose to render content directly via Direct3D, using SDL to manage the
     internal WinRT window, as well as input and audio.  (Use
@@ -89,24 +83,13 @@ Here is a rough list of what works, and what doens't:
 * What partially works:
   * keyboard input.  Most of WinRT's documented virtual keys are supported, as
     well as many keys with documented hardware scancodes.
-  * OpenGL.  Experimental support for OpenGL ES 2 is available via the ANGLE
-    project, using either:
-    * MS Open Technologies' "ms-master" repository, at https://github.com/MSOpenTech/angle
-      (for use with Windows 8.1+ or Windows Phone 8.1+)
-    * MS Open Technologies' "angle-win8.0" repository, at https://github.com/MSOpenTech/angle-win8.0
-      (for Windows 8.0 only!)
-    * Google's main ANGLE repository, at https://chromium.googlesource.com/angle/angle
   * SDLmain.  WinRT uses a different signature for each app's main() function.
     SDL-based apps that use this port must compile in SDL_winrt_main_NonXAML.cpp
     (in `SDL\src\main\winrt\`) directly in order for their C-style main()
     functions to be called.
-  * XAML interoperability.  This feature is currently experimental (there are
-    **many** known bugs in this, at present!), preliminary, and only for
-    Windows 8.x/RT at the moment.  Windows Phone + XAML support is still
-    pending.
 
 * What doesn't work:
-  * compilation with anything other than Visual C++ 2012 or 2013
+  * compilation with anything other than Visual C++
   * programmatically-created custom cursors.  These don't appear to be supported
     by WinRT.  Different OS-provided cursors can, however, be created via
     SDL_CreateSystemCursor() (unsupported on Windows Phone)
@@ -236,10 +219,10 @@ To set this up for SDL/WinRT, you'll need to run through the following steps:
 4. find SDL/WinRT's Visual C++ project file and open it.  Different project
    files exist for different WinRT platforms.  All of them are in SDL's
    source distribution, in the following directories:
-    * `VisualC-WinRT/WinPhone80_VS2012/` - for Windows Phone 8.0 apps
+    * `VisualC-WinRT/UWP_VS2015/`        - for Windows 10 / UWP apps
     * `VisualC-WinRT/WinPhone81_VS2013/` - for Windows Phone 8.1 apps
-    * `VisualC-WinRT/WinRT80_VS2012/` - for Windows 8.0 apps
-    * `VisualC-WinRT/WinRT81_VS2013/` - for Windows 8.1 apps
+    * `VisualC-WinRT/WinRT80_VS2012/`    - for Windows 8.0 apps
+    * `VisualC-WinRT/WinRT81_VS2013/`    - for Windows 8.1 apps
 5. once the project has been added, right-click on your app's project and
    select, "References..."
 6. click on the button titled, "Add New Reference..."
@@ -400,11 +383,11 @@ A list of unsupported C APIs can be found at
 <http://msdn.microsoft.com/en-us/library/windows/apps/jj606124.aspx>
 
 General information on using the C runtime in WinRT can be found at 
-<http://msdn.microsoft.com/en-us/LIBRARY/hh972425(v=vs.110).aspx>
+<https://msdn.microsoft.com/en-us/library/hh972425.aspx>
 
-A list of supported Win32 APIs for Windows 8/RT apps can be found at 
+A list of supported Win32 APIs for WinRT apps can be found at 
 <http://msdn.microsoft.com/en-us/library/windows/apps/br205757.aspx>.  To note, 
-the list of supported Win32 APIs for Windows Phone 8 development is different.  
+the list of supported Win32 APIs for Windows Phone 8.0 is different.  
 That list can be found at 
 <http://msdn.microsoft.com/en-us/library/windowsphone/develop/jj662956(v=vs.105).aspx>
 
@@ -422,7 +405,12 @@ Simulator.  Once you do that, any time you build and run the app, the app will
 launch in window, rather than full-screen.
 
 
-#### 7.A. Running apps on ARM-based devices ####
+#### 7.A. Running apps on older, ARM-based, "Windows RT" devices ####
+
+**These instructions do not include Windows Phone, despite Windows Phone
+typically running on ARM processors.**  They are specifically for devices
+that use the "Windows RT" operating system, which was a modified version of
+Windows 8.x that ran primarily on ARM-based tablet computers.
 
 To build and run the app on ARM-based, "Windows RT" devices, you'll need to:
 
@@ -433,9 +421,9 @@ To build and run the app on ARM-based, "Windows RT" devices, you'll need to:
   Windows RT device (on the network).
 
 Microsoft's Remote Debugger can be found at 
-<http://msdn.microsoft.com/en-us/library/vstudio/bt727f1t.aspx>.  Please note 
+<https://msdn.microsoft.com/en-us/library/hh441469.aspx>.  Please note 
 that separate versions of this debugger exist for different versions of Visual 
-C++, one for debugging with MSVC 2012, another for debugging with MSVC 2013.
+C++, one each for MSVC 2015, 2013, and 2012.
 
 To setup Visual C++ to launch your app on an ARM device:
 
diff --git a/include/SDL_config_winrt.h b/include/SDL_config_winrt.h
index 4d29dba..29bf79f 100644
--- a/include/SDL_config_winrt.h
+++ b/include/SDL_config_winrt.h
@@ -35,6 +35,9 @@
 #ifndef NTDDI_WINBLUE
 #define NTDDI_WINBLUE 0x06030000
 #endif
+#ifndef NTDDI_WIN10
+#define NTDDI_WIN10 0x0A000000
+#endif
 
 /* This is a set of defines to configure the SDL features */
 
diff --git a/src/audio/xaudio2/SDL_xaudio2.c b/src/audio/xaudio2/SDL_xaudio2.c
index 9d68583..ec1967a 100644
--- a/src/audio/xaudio2/SDL_xaudio2.c
+++ b/src/audio/xaudio2/SDL_xaudio2.c
@@ -58,8 +58,13 @@
 /* The configure script already did any necessary checking */
 #  define SDL_XAUDIO2_HAS_SDK 1
 #elif defined(__WINRT__)
-/* WinRT always has access to the XAudio 2 SDK */
+/* WinRT always has access to the XAudio 2 SDK (albeit with a header file
+   that doesn't compile as C code).
+*/
 #  define SDL_XAUDIO2_HAS_SDK
+#include "SDL_xaudio2.h"    /* ... compiles as C code, in contrast to XAudio2 headers
+                               in the Windows SDK, v.10.0.10240.0 (Win 10's initial SDK)
+                             */
 #else
 /* XAudio2 exists as of the March 2008 DirectX SDK 
    The XAudio2 implementation available in the Windows 8 SDK targets Windows 8 and newer.
@@ -88,17 +93,10 @@
 #endif
 #endif
 
-/* The XAudio header file, when #include'd on WinRT, will only compile in C++
-   files, but not C.  A few preprocessor-based hacks are defined below in order
-   to get xaudio2.h to compile in the C/non-C++ file, SDL_xaudio2.c.
- */
-#ifdef __WINRT__
-#define uuid(x)
-#define DX_BUILD
-#endif
-
+#if !defined(_SDL_XAUDIO2_H)
 #define INITGUID 1
 #include <xaudio2.h>
+#endif
 
 /* Hidden "this" pointer for the audio functions */
 #define _THIS   SDL_AudioDevice *this
diff --git a/src/audio/xaudio2/SDL_xaudio2.h b/src/audio/xaudio2/SDL_xaudio2.h
new file mode 100644
index 0000000..a1a4b54
--- /dev/null
+++ b/src/audio/xaudio2/SDL_xaudio2.h
@@ -0,0 +1,386 @@
+/*
+  Simple DirectMedia Layer
+  Copyright (C) 1997-2015 Sam Lantinga <slouken@libsdl.org>
+
+  This software is provided 'as-is', without any express or implied
+  warranty.  In no event will the authors be held liable for any damages
+  arising from the use of this software.
+
+  Permission is granted to anyone to use this software for any purpose,
+  including commercial applications, and to alter it and redistribute it
+  freely, subject to the following restrictions:
+
+  1. The origin of this software must not be misrepresented; you must not
+     claim that you wrote the original software. If you use this software
+     in a product, an acknowledgment in the product documentation would be
+     appreciated but is not required.
+  2. Altered source versions must be plainly marked as such, and must not be
+     misrepresented as being the original software.
+  3. This notice may not be removed or altered from any source distribution.
+*/
+
+#ifndef _SDL_XAUDIO2_H
+#define _SDL_XAUDIO2_H
+
+#include <windows.h>
+#include <mmreg.h>
+#include <objbase.h>
+
+/* XAudio2 packs its structure members together as tightly as possible.
+   This pragma is needed to ensure compatibility with XAudio2 on 64-bit
+   platforms.
+*/
+#pragma pack(push, 1)
+
+typedef interface IXAudio2 IXAudio2;
+typedef interface IXAudio2SourceVoice IXAudio2SourceVoice;
+typedef interface IXAudio2MasteringVoice IXAudio2MasteringVoice;
+typedef interface IXAudio2EngineCallback IXAudio2EngineCallback;
+typedef interface IXAudio2VoiceCallback IXAudio2VoiceCallback;
+typedef interface IXAudio2Voice IXAudio2Voice;
+typedef interface IXAudio2SubmixVoice IXAudio2SubmixVoice;
+
+typedef enum _AUDIO_STREAM_CATEGORY {
+    AudioCategory_Other = 0,
+    AudioCategory_ForegroundOnlyMedia,
+    AudioCategory_BackgroundCapableMedia,
+    AudioCategory_Communications,
+    AudioCategory_Alerts,
+    AudioCategory_SoundEffects,
+    AudioCategory_GameEffects,
+    AudioCategory_GameMedia,
+    AudioCategory_GameChat,
+    AudioCategory_Movie,
+    AudioCategory_Media
+} AUDIO_STREAM_CATEGORY;
+
+typedef struct XAUDIO2_BUFFER {
+    UINT32     Flags;
+    UINT32     AudioBytes;
+    const BYTE *pAudioData;
+    UINT32     PlayBegin;
+    UINT32     PlayLength;
+    UINT32     LoopBegin;
+    UINT32     LoopLength;
+    UINT32     LoopCount;
+    void       *pContext;
+} XAUDIO2_BUFFER;
+
+typedef struct XAUDIO2_BUFFER_WMA {
+    const UINT32 *pDecodedPacketCumulativeBytes;
+    UINT32       PacketCount;
+} XAUDIO2_BUFFER_WMA;
+
+typedef struct XAUDIO2_SEND_DESCRIPTOR {
+    UINT32        Flags;
+    IXAudio2Voice *pOutputVoice;
+} XAUDIO2_SEND_DESCRIPTOR;
+
+typedef struct XAUDIO2_VOICE_SENDS {
+    UINT32                  SendCount;
+    XAUDIO2_SEND_DESCRIPTOR *pSends;
+} XAUDIO2_VOICE_SENDS;
+
+typedef struct XAUDIO2_EFFECT_DESCRIPTOR {
+    IUnknown *pEffect;
+    BOOL     InitialState;
+    UINT32   OutputChannels;
+} XAUDIO2_EFFECT_DESCRIPTOR;
+
+typedef struct XAUDIO2_EFFECT_CHAIN {
+    UINT32                    EffectCount;
+    XAUDIO2_EFFECT_DESCRIPTOR *pEffectDescriptors;
+} XAUDIO2_EFFECT_CHAIN;
+
+typedef struct XAUDIO2_PERFORMANCE_DATA {
+    UINT64 AudioCyclesSinceLastQuery;
+    UINT64 TotalCyclesSinceLastQuery;
+    UINT32 MinimumCyclesPerQuantum;
+    UINT32 MaximumCyclesPerQuantum;
+    UINT32 MemoryUsageInBytes;
+    UINT32 CurrentLatencyInSamples;
+    UINT32 GlitchesSinceEngineStarted;
+    UINT32 ActiveSourceVoiceCount;
+    UINT32 TotalSourceVoiceCount;
+    UINT32 ActiveSubmixVoiceCount;
+    UINT32 ActiveResamplerCount;
+    UINT32 ActiveMatrixMixCount;
+    UINT32 ActiveXmaSourceVoices;
+    UINT32 ActiveXmaStreams;
+} XAUDIO2_PERFORMANCE_DATA;
+
+typedef struct XAUDIO2_DEBUG_CONFIGURATION {
+    UINT32 TraceMask;
+    UINT32 BreakMask;
+    BOOL   LogThreadID;
+    BOOL   LogFileline;
+    BOOL   LogFunctionName;
+    BOOL   LogTiming;
+} XAUDIO2_DEBUG_CONFIGURATION;
+
+typedef struct XAUDIO2_VOICE_DETAILS {
+    UINT32 CreationFlags;
+    UINT32 ActiveFlags;
+    UINT32 InputChannels;
+    UINT32 InputSampleRate;
+} XAUDIO2_VOICE_DETAILS;
+
+typedef enum XAUDIO2_FILTER_TYPE {
+    LowPassFilter = 0,
+    BandPassFilter = 1,
+    HighPassFilter = 2,
+    NotchFilter = 3,
+    LowPassOnePoleFilter = 4,
+    HighPassOnePoleFilter = 5
+} XAUDIO2_FILTER_TYPE;
+
+typedef struct XAUDIO2_FILTER_PARAMETERS {
+    XAUDIO2_FILTER_TYPE Type;
+    float               Frequency;
+    float               OneOverQ;
+} XAUDIO2_FILTER_PARAMETERS;
+
+typedef struct XAUDIO2_VOICE_STATE {
+    void   *pCurrentBufferContext;
+    UINT32 BuffersQueued;
+    UINT64 SamplesPlayed;
+} XAUDIO2_VOICE_STATE;
+
+
+typedef UINT32 XAUDIO2_PROCESSOR;
+#define Processor1 0x00000001
+#define XAUDIO2_DEFAULT_PROCESSOR Processor1
+
+#define XAUDIO2_E_DEVICE_INVALIDATED 0x88960004
+#define XAUDIO2_COMMIT_NOW 0
+#define XAUDIO2_VOICE_NOSAMPLESPLAYED 0x0100
+#define XAUDIO2_DEFAULT_CHANNELS 0
+
+extern HRESULT __stdcall XAudio2Create(
+    _Out_ IXAudio2          **ppXAudio2,
+    _In_  UINT32            Flags,
+    _In_  XAUDIO2_PROCESSOR XAudio2Processor
+    );
+
+#undef INTERFACE
+#define INTERFACE IXAudio2
+typedef interface IXAudio2 {
+    const struct IXAudio2Vtbl FAR* lpVtbl;
+} IXAudio2;
+typedef const struct IXAudio2Vtbl IXAudio2Vtbl;
+const struct IXAudio2Vtbl
+{
+    /* IUnknown */
+    STDMETHOD(QueryInterface)(THIS_ REFIID iid, LPVOID *ppv) PURE;
+    STDMETHOD_(ULONG, AddRef)(THIS) PURE;
+    STDMETHOD_(ULONG, Release)(THIS) PURE;
+
+    /* IXAudio2 */
+    STDMETHOD_(HRESULT, RegisterForCallbacks)(THIS, IXAudio2EngineCallback *pCallback) PURE;
+    STDMETHOD_(VOID, UnregisterForCallbacks)(THIS, IXAudio2EngineCallback *pCallback) PURE;
+    STDMETHOD_(HRESULT, CreateSourceVoice)(THIS, IXAudio2SourceVoice **ppSourceVoice,
+                                           const WAVEFORMATEX *pSourceFormat,
+                                           UINT32 Flags,
+                                           float MaxFrequencyRatio,
+                                           IXAudio2VoiceCallback *pCallback,
+                                           const XAUDIO2_VOICE_SENDS *pSendList,
+                                           const XAUDIO2_EFFECT_CHAIN *pEffectChain) PURE;
+    STDMETHOD_(HRESULT, CreateSubmixVoice)(THIS, IXAudio2SubmixVoice **ppSubmixVoice,
+                                           UINT32 InputChannels,
+                                           UINT32 InputSampleRate,
+                                           UINT32 Flags,
+                                           UINT32 ProcessingStage,
+                                           const XAUDIO2_VOICE_SENDS *pSendList,
+                                           const XAUDIO2_EFFECT_CHAIN *pEffectChain) PURE;
+    STDMETHOD_(HRESULT, CreateMasteringVoice)(THIS, IXAudio2MasteringVoice **ppMasteringVoice,
+                                              UINT32 InputChannels,
+                                              UINT32 InputSampleRate,
+                                              UINT32 Flags,
+                                              LPCWSTR szDeviceId,
+                                              const XAUDIO2_EFFECT_CHAIN *pEffectChain,
+                                              AUDIO_STREAM_CATEGORY StreamCategory) PURE;
+    STDMETHOD_(HRESULT, StartEngine)(THIS) PURE;
+    STDMETHOD_(VOID, StopEngine)(THIS) PURE;
+    STDMETHOD_(HRESULT, CommitChanges)(THIS, UINT32 OperationSet) PURE;
+    STDMETHOD_(HRESULT, GetPerformanceData)(THIS, XAUDIO2_PERFORMANCE_DATA *pPerfData) PURE;
+    STDMETHOD_(HRESULT, SetDebugConfiguration)(THIS, XAUDIO2_DEBUG_CONFIGURATION *pDebugConfiguration,
+                                               VOID *pReserved) PURE;
+};
+
+#define IXAudio2_Release(A) ((A)->lpVtbl->Release(A))
+#define IXAudio2_CreateSourceVoice(A,B,C,D,E,F,G,H) ((A)->lpVtbl->CreateSourceVoice(A,B,C,D,E,F,G,H))
+#define IXAudio2_CreateMasteringVoice(A,B,C,D,E,F,G,H) ((A)->lpVtbl->CreateMasteringVoice(A,B,C,D,E,F,G,H))
+#define IXAudio2_StartEngine(A) ((A)->lpVtbl->StartEngine(A))
+#define IXAudio2_StopEngine(A) ((A)->lpVtbl->StopEngine(A))
+
+
+#undef INTERFACE
+#define INTERFACE IXAudio2SourceVoice
+typedef interface IXAudio2SourceVoice {
+    const struct IXAudio2SourceVoiceVtbl FAR* lpVtbl;
+} IXAudio2SourceVoice;
+typedef const struct IXAudio2SourceVoiceVtbl IXAudio2SourceVoiceVtbl;
+const struct IXAudio2SourceVoiceVtbl
+{
+    /* MSDN says that IXAudio2Voice inherits from IXAudio2, but MSVC's debugger
+     * says otherwise, and that IXAudio2Voice doesn't inherit from any other
+     * interface!
+     */
+
+    /* IXAudio2Voice */
+    STDMETHOD_(VOID, GetVoiceDetails)(THIS, XAUDIO2_VOICE_DETAILS *pVoiceDetails) PURE;
+    STDMETHOD_(HRESULT, SetOutputVoices)(THIS, const XAUDIO2_VOICE_SENDS *pSendList) PURE;
+    STDMETHOD_(HRESULT, SetEffectChain)(THIS, const XAUDIO2_EFFECT_CHAIN *pEffectChain) PURE;
+    STDMETHOD_(HRESULT, EnableEffect)(THIS, UINT32 EffectIndex, UINT32 OperationSet) PURE;
+    STDMETHOD_(HRESULT, DisableEffect)(THIS, UINT32 EffectIndex, UINT32 OperationSet) PURE;
+    STDMETHOD_(VOID, GetEffectState)(THIS, UINT32 EffectIndex, BOOL *pEnabled) PURE;
+    STDMETHOD_(HRESULT, SetEffectParameters)(THIS, UINT32 EffectIndex,
+                                             const void *pParameters,
+                                             UINT32 ParametersByteSize,
+                                             UINT32 OperationSet) PURE;
+    STDMETHOD_(VOID, GetEffectParameters)(THIS, UINT32 EffectIndex,
+                                          void *pParameters,
+                                          UINT32 ParametersByteSize) PURE;
+    STDMETHOD_(HRESULT, SetFilterParameters)(THIS, const XAUDIO2_FILTER_PARAMETERS *pParameters,
+                                             UINT32 OperationSet) PURE;
+    STDMETHOD_(VOID, GetFilterParameters)(THIS, XAUDIO2_FILTER_PARAMETERS *pParameters) PURE;
+    STDMETHOD_(HRESULT, SetOutputFilterParameters)(THIS, IXAudio2Voice *pDestinationVoice,
+                                                   XAUDIO2_FILTER_PARAMETERS *pParameters,
+                                                   UINT32 OperationSet) PURE;
+    STDMETHOD_(VOID, GetOutputFilterParameters)(THIS, IXAudio2Voice *pDestinationVoice,
+                                                XAUDIO2_FILTER_PARAMETERS *pParameters) PURE;
+    STDMETHOD_(HRESULT, SetVolume)(THIS, float Volume,
+                                   UINT32 OperationSet) PURE;
+    STDMETHOD_(VOID, GetVolume)(THIS, float *pVolume) PURE;
+    STDMETHOD_(HRESULT, SetChannelVolumes)(THIS, UINT32 Channels,
+                                           const float *pVolumes,
+                                           UINT32 OperationSet) PURE;
+    STDMETHOD_(VOID, GetChannelVolumes)(THIS, UINT32 Channels,
+                                        float *pVolumes) PURE;
+    STDMETHOD_(HRESULT, SetOutputMatrix)(THIS, IXAudio2Voice *pDestinationVoice,
+                                         UINT32 SourceChannels,
+                                         UINT32 DestinationChannels,
+                                         const float *pLevelMatrix,
+                                         UINT32 OperationSet) PURE;
+    STDMETHOD_(VOID, GetOutputMatrix)(THIS, IXAudio2Voice *pDestinationVoice,
+                                      UINT32 SourceChannels,
+                                      UINT32 DestinationChannels,
+                                      float *pLevelMatrix) PURE;
+    STDMETHOD_(VOID, DestroyVoice)(THIS) PURE;
+
+    /* IXAudio2SourceVoice */
+    STDMETHOD_(HRESULT, Start)(THIS, UINT32 Flags,
+                               UINT32 OperationSet) PURE;
+    STDMETHOD_(HRESULT, Stop)(THIS, UINT32 Flags,
+                              UINT32 OperationSet) PURE;
+    STDMETHOD_(HRESULT, SubmitSourceBuffer)(THIS, const XAUDIO2_BUFFER *pBuffer,
+                                            const XAUDIO2_BUFFER_WMA *pBufferWMA) PURE;
+    STDMETHOD_(HRESULT, FlushSourceBuffers)(THIS) PURE;
+    STDMETHOD_(HRESULT, Discontinuity)(THIS) PURE;
+    STDMETHOD_(HRESULT, ExitLoop)(THIS, UINT32 OperationSet) PURE;
+    STDMETHOD_(VOID, GetState)(THIS, XAUDIO2_VOICE_STATE *pVoiceState,
+                               UINT32 Flags) PURE;
+    STDMETHOD_(HRESULT, SetFrequencyRatio)(THIS, float Ratio,
+                                           UINT32 OperationSet) PURE;
+    STDMETHOD_(VOID, GetFrequencyRatio)(THIS, float *pRatio) PURE;
+    STDMETHOD_(HRESULT, SetSourceSampleRate)(THIS, UINT32 NewSourceSampleRate) PURE;
+};
+
+#define IXAudio2SourceVoice_DestroyVoice(A) ((A)->lpVtbl->DestroyVoice(A))
+#define IXAudio2SourceVoice_Start(A,B,C) ((A)->lpVtbl->Start(A,B,C))
+#define IXAudio2SourceVoice_Stop(A,B,C) ((A)->lpVtbl->Stop(A,B,C))
+#define IXAudio2SourceVoice_SubmitSourceBuffer(A,B,C) ((A)->lpVtbl->SubmitSourceBuffer(A,B,C))
+#define IXAudio2SourceVoice_FlushSourceBuffers(A) ((A)->lpVtbl->FlushSourceBuffers(A))
+#define IXAudio2SourceVoice_Discontinuity(A) ((A)->lpVtbl->Discontinuity(A))
+#define IXAudio2SourceVoice_GetState(A,B,C) ((A)->lpVtbl->GetState(A,B,C))
+
+
+#undef INTERFACE
+#define INTERFACE IXAudio2MasteringVoice
+typedef interface IXAudio2MasteringVoice {
+    const struct IXAudio2MasteringVoiceVtbl FAR* lpVtbl;
+} IXAudio2MasteringVoice;
+typedef const struct IXAudio2MasteringVoiceVtbl IXAudio2MasteringVoiceVtbl;
+const struct IXAudio2MasteringVoiceVtbl
+{
+    /* MSDN says that IXAudio2Voice inherits from IXAudio2, but MSVC's debugger
+     * says otherwise, and that IXAudio2Voice doesn't inherit from any other
+     * interface!
+     */
+
+    /* IXAudio2Voice */
+    STDMETHOD_(VOID, GetVoiceDetails)(THIS, XAUDIO2_VOICE_DETAILS *pVoiceDetails) PURE;
+    STDMETHOD_(HRESULT, SetOutputVoices)(THIS, const XAUDIO2_VOICE_SENDS *pSendList) PURE;
+    STDMETHOD_(HRESULT, SetEffectChain)(THIS, const XAUDIO2_EFFECT_CHAIN *pEffectChain) PURE;
+    STDMETHOD_(HRESULT, EnableEffect)(THIS, UINT32 EffectIndex, UINT32 OperationSet) PURE;
+    STDMETHOD_(HRESULT, DisableEffect)(THIS, UINT32 EffectIndex, UINT32 OperationSet) PURE;
+    STDMETHOD_(VOID, GetEffectState)(THIS, UINT32 EffectIndex, BOOL *pEnabled) PURE;
+    STDMETHOD_(HRESULT, SetEffectParameters)(THIS, UINT32 EffectIndex,
+                                             const void *pParameters,
+                                             UINT32 ParametersByteSize,
+                                             UINT32 OperationSet) PURE;
+    STDMETHOD_(VOID, GetEffectParameters)(THIS, UINT32 EffectIndex,
+                                          void *pParameters,
+                                          UINT32 ParametersByteSize) PURE;
+    STDMETHOD_(HRESULT, SetFilterParameters)(THIS, const XAUDIO2_FILTER_PARAMETERS *pParameters,
+                                             UINT32 OperationSet) PURE;
+    STDMETHOD_(VOID, GetFilterParameters)(THIS, XAUDIO2_FILTER_PARAMETERS *pParameters) PURE;
+    STDMETHOD_(HRESULT, SetOutputFilterParameters)(THIS, IXAudio2Voice *pDestinationVoice,
+                                                   XAUDIO2_FILTER_PARAMETERS *pParameters,
+                                                   UINT32 OperationSet) PURE;
+    STDMETHOD_(VOID, GetOutputFilterParameters)(THIS, IXAudio2Voice *pDestinationVoice,
+                                                XAUDIO2_FILTER_PARAMETERS *pParameters) PURE;
+    STDMETHOD_(HRESULT, SetVolume)(THIS, float Volume,
+                                   UINT32 OperationSet) PURE;
+    STDMETHOD_(VOID, GetVolume)(THIS, float *pVolume) PURE;
+    STDMETHOD_(HRESULT, SetChannelVolumes)(THIS, UINT32 Channels,
+                                           const float *pVolumes,
+                                           UINT32 OperationSet) PURE;
+    STDMETHOD_(VOID, GetChannelVolumes)(THIS, UINT32 Channels,
+                                        float *pVolumes) PURE;
+    STDMETHOD_(HRESULT, SetOutputMatrix)(THIS, IXAudio2Voice *pDestinationVoice,
+                                         UINT32 SourceChannels,
+                                         UINT32 DestinationChannels,
+                                         const float *pLevelMatrix,
+                                         UINT32 OperationSet) PURE;
+    STDMETHOD_(VOID, GetOutputMatrix)(THIS, IXAudio2Voice *pDestinationVoice,
+                                      UINT32 SourceChannels,
+                                      UINT32 DestinationChannels,
+                                      float *pLevelMatrix) PURE;
+    STDMETHOD_(VOID, DestroyVoice)(THIS) PURE;
+
+    /* IXAudio2SourceVoice */
+    STDMETHOD_(VOID, GetChannelMask)(THIS, DWORD *pChannelMask) PURE;
+};
+
+#define IXAudio2MasteringVoice_DestroyVoice(A) ((A)->lpVtbl->DestroyVoice(A))
+
+
+#undef INTERFACE
+#define INTERFACE IXAudio2VoiceCallback
+typedef interface IXAudio2VoiceCallback {
+    const struct IXAudio2VoiceCallbackVtbl FAR* lpVtbl;
+} IXAudio2VoiceCallback;
+typedef const struct IXAudio2VoiceCallbackVtbl IXAudio2VoiceCallbackVtbl;
+const struct IXAudio2VoiceCallbackVtbl
+{
+    /* MSDN says that IXAudio2VoiceCallback inherits from IXAudio2, but SDL's
+     * own code says otherwise, and that IXAudio2VoiceCallback doesn't inherit
+     * from any other interface!
+     */
+
+    /* IXAudio2VoiceCallback */
+    STDMETHOD_(VOID, OnVoiceProcessingPassStart)(THIS, UINT32 BytesRequired) PURE;
+    STDMETHOD_(VOID, OnVoiceProcessingPassEnd)(THIS) PURE;
+    STDMETHOD_(VOID, OnStreamEnd)(THIS) PURE;
+    STDMETHOD_(VOID, OnBufferStart)(THIS, void *pBufferContext) PURE;
+    STDMETHOD_(VOID, OnBufferEnd)(THIS, void *pBufferContext) PURE;
+    STDMETHOD_(VOID, OnLoopEnd)(THIS, void *pBufferContext) PURE;
+    STDMETHOD_(VOID, OnVoiceError)(THIS, void *pBufferContext, HRESULT Error) PURE;
+};
+
+#pragma pack(pop)   /* Undo pragma push */
+
+#endif  /* _SDL_XAUDIO2_H */
+
+/* vi: set ts=4 sw=4 expandtab: */
diff --git a/src/core/winrt/SDL_winrtapp_direct3d.cpp b/src/core/winrt/SDL_winrtapp_direct3d.cpp
index 9b29aae..df650cd 100644
--- a/src/core/winrt/SDL_winrtapp_direct3d.cpp
+++ b/src/core/winrt/SDL_winrtapp_direct3d.cpp
@@ -381,7 +381,7 @@ void SDL_WinRTApp::SetWindow(CoreWindow^ window)
     // TODO, WinRT: see if an app's default orientation can be found out via WinRT API(s), then set the initial value of SDL_HINT_ORIENTATIONS accordingly.
     SDL_AddHintCallback(SDL_HINT_ORIENTATIONS, WINRT_SetDisplayOrientationsPreference, NULL);
 
-#if WINAPI_FAMILY == WINAPI_FAMILY_APP  // for Windows 8/8.1/RT apps... (and not Phone apps)
+#if (WINAPI_FAMILY == WINAPI_FAMILY_APP) && (NTDDI_VERSION < NTDDI_WIN10)  // for Windows 8/8.1/RT apps... (and not Phone apps)
     // Make sure we know when a user has opened the app's settings pane.
     // This is needed in order to display a privacy policy, which needs
     // to be done for network-enabled apps, as per Windows Store requirements.
@@ -474,7 +474,7 @@ void SDL_WinRTApp::Uninitialize()
 {
 }
 
-#if WINAPI_FAMILY == WINAPI_FAMILY_APP
+#if (WINAPI_FAMILY == WINAPI_FAMILY_APP) && (NTDDI_VERSION < NTDDI_WIN10)
 void SDL_WinRTApp::OnSettingsPaneCommandsRequested(
     Windows::UI::ApplicationSettings::SettingsPane ^p,
     Windows::UI::ApplicationSettings::SettingsPaneCommandsRequestedEventArgs ^args)
@@ -516,7 +516,7 @@ void SDL_WinRTApp::OnSettingsPaneCommandsRequested(
         args->Request->ApplicationCommands->Append(cmd);
     }
 }
-#endif // if WINAPI_FAMILY == WINAPI_FAMILY_APP
+#endif // if (WINAPI_FAMILY == WINAPI_FAMILY_APP) && (NTDDI_VERSION < NTDDI_WIN10)
 
 void SDL_WinRTApp::OnWindowSizeChanged(CoreWindow^ sender, WindowSizeChangedEventArgs^ args)
 {
diff --git a/src/core/winrt/SDL_winrtapp_direct3d.h b/src/core/winrt/SDL_winrtapp_direct3d.h
index 9cd32fb..90fb702 100644
--- a/src/core/winrt/SDL_winrtapp_direct3d.h
+++ b/src/core/winrt/SDL_winrtapp_direct3d.h
@@ -43,11 +43,11 @@ protected:
 
     // Event Handlers.
 
-#if WINAPI_FAMILY == WINAPI_FAMILY_APP  // for Windows 8/8.1/RT apps... (and not Phone apps)
+#if (WINAPI_FAMILY == WINAPI_FAMILY_APP) && (NTDDI_VERSION < NTDDI_WIN10)  // for Windows 8/8.1/RT apps... (and not Phone apps)
     void OnSettingsPaneCommandsRequested(
         Windows::UI::ApplicationSettings::SettingsPane ^p,
         Windows::UI::ApplicationSettings::SettingsPaneCommandsRequestedEventArgs ^args);
-#endif // if WINAPI_FAMILY == WINAPI_FAMILY_APP
+#endif // if (WINAPI_FAMILY == WINAPI_FAMILY_APP) && (NTDDI_VERSION < NTDDI_WIN10)
 
 #if NTDDI_VERSION > NTDDI_WIN8
     void OnOrientationChanged(Windows::Graphics::Display::DisplayInformation^ sender, Platform::Object^ args);
diff --git a/src/render/direct3d11/SDL_render_d3d11.c b/src/render/direct3d11/SDL_render_d3d11.c
index c29cfdf..941c3d7 100644
--- a/src/render/direct3d11/SDL_render_d3d11.c
+++ b/src/render/direct3d11/SDL_render_d3d11.c
@@ -2367,7 +2367,7 @@ D3D11_UpdateVertexBuffer(SDL_Renderer *renderer,
     } else {
         SAFE_RELEASE(rendererData->vertexBuffer);
 
-        vertexBufferDesc.ByteWidth = dataSizeInBytes;
+        vertexBufferDesc.ByteWidth = (UINT) dataSizeInBytes;
         vertexBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
         vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
         vertexBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
diff --git a/src/video/SDL_video.c b/src/video/SDL_video.c
index 3abe742..753eac9 100644
--- a/src/video/SDL_video.c
+++ b/src/video/SDL_video.c
@@ -1168,7 +1168,7 @@ SDL_UpdateFullscreenMode(SDL_Window * window, SDL_bool fullscreen)
         window->last_fullscreen_flags = window->flags;
         return 0;
     }
-#elif __WINRT__
+#elif __WINRT__ && (NTDDI_VERSION < NTDDI_WIN10)
     /* HACK: WinRT 8.x apps can't choose whether or not they are fullscreen
        or not.  The user can choose this, via OS-provided UI, but this can't
        be set programmatically.
@@ -1405,7 +1405,7 @@ SDL_CreateWindow(const char *title, int x, int y, int w, int h, Uint32 flags)
         return NULL;
     }
 
-#if __WINRT__
+#if __WINRT__ && (NTDDI_VERSION < NTDDI_WIN10)
     /* HACK: WinRT 8.x apps can't choose whether or not they are fullscreen
        or not.  The user can choose this, via OS-provided UI, but this can't
        be set programmatically.
diff --git a/src/video/winrt/SDL_winrtvideo.cpp b/src/video/winrt/SDL_winrtvideo.cpp
index 8907579..726a534 100644
--- a/src/video/winrt/SDL_winrtvideo.cpp
+++ b/src/video/winrt/SDL_winrtvideo.cpp
@@ -76,6 +76,8 @@ static void WINRT_VideoQuit(_THIS);
 
 /* Window functions */
 static int WINRT_CreateWindow(_THIS, SDL_Window * window);
+static void WINRT_SetWindowSize(_THIS, SDL_Window * window);
+static void WINRT_SetWindowFullscreen(_THIS, SDL_Window * window, SDL_VideoDisplay * display, SDL_bool fullscreen);
 static void WINRT_DestroyWindow(_THIS, SDL_Window * window);
 static SDL_bool WINRT_GetWindowWMInfo(_THIS, SDL_Window * window, SDL_SysWMinfo * info);
 
@@ -134,6 +136,8 @@ WINRT_CreateDevice(int devindex)
     device->VideoInit = WINRT_VideoInit;
     device->VideoQuit = WINRT_VideoQuit;
     device->CreateWindow = WINRT_CreateWindow;
+    device->SetWindowSize = WINRT_SetWindowSize;
+    device->SetWindowFullscreen = WINRT_SetWindowFullscreen;
     device->DestroyWindow = WINRT_DestroyWindow;
     device->SetDisplayMode = WINRT_SetDisplayMode;
     device->PumpEvents = WINRT_PumpEvents;
@@ -478,6 +482,9 @@ WINRT_CreateWindow(_THIS, SDL_Window * window)
 #endif
     }
 
+    /* Make note of the requested window flags, before they start getting changed. */
+    const Uint32 requestedFlags = window->flags;
+
 #if SDL_VIDEO_OPENGL_EGL
     /* Setup the EGL surface, but only if OpenGL ES 2 was requested. */
     if (!(window->flags & SDL_WINDOW_OPENGL)) {
@@ -548,15 +555,35 @@ WINRT_CreateWindow(_THIS, SDL_Window * window)
         SDL_SetMouseFocus(NULL);        // TODO: detect this
         SDL_SetKeyboardFocus(NULL);     // TODO: detect this
     } else {
-        /* WinRT apps seem to live in an environment where the OS controls the
+        /* WinRT 8.x apps seem to live in an environment where the OS controls the
            app's window size, with some apps being fullscreen, depending on
            user choice of various things.  For now, just adapt the SDL_Window to
            whatever Windows set-up as the native-window's geometry.
         */
         window->x = WINRT_DIPS_TO_PHYSICAL_PIXELS(data->coreWindow->Bounds.Left);
         window->y = WINRT_DIPS_TO_PHYSICAL_PIXELS(data->coreWindow->Bounds.Top);
+#if NTDDI_VERSION < NTDDI_WIN10
+        /* On WinRT 8.x / pre-Win10, just use the size we were given. */
         window->w = WINRT_DIPS_TO_PHYSICAL_PIXELS(data->coreWindow->Bounds.Width);
         window->h = WINRT_DIPS_TO_PHYSICAL_PIXELS(data->coreWindow->Bounds.Height);
+#else
+        /* On Windows 10, we occasionally get control over window size.  For windowed
+           mode apps, try this.
+        */
+        bool didSetSize = false;
+        if (!(requestedFlags & SDL_WINDOW_FULLSCREEN)) {
+            const Windows::Foundation::Size size(WINRT_PHYSICAL_PIXELS_TO_DIPS(window->w),
+                                                 WINRT_PHYSICAL_PIXELS_TO_DIPS(window->h));
+            didSetSize = data->appView->TryResizeView(size);
+        }
+        if (!didSetSize) {
+            /* We either weren't able to set the window size, or a request for
+               fullscreen was made.  Get window-size info from the OS.
+            */
+            window->w = WINRT_DIPS_TO_PHYSICAL_PIXELS(data->coreWindow->Bounds.Width);
+            window->h = WINRT_DIPS_TO_PHYSICAL_PIXELS(data->coreWindow->Bounds.Height);
+        }
+#endif
 
         WINRT_UpdateWindowFlags(
             window,
@@ -585,6 +612,35 @@ WINRT_CreateWindow(_THIS, SDL_Window * window)
 }
 
 void
+WINRT_SetWindowSize(_THIS, SDL_Window * window)
+{
+#if NTDDI_VERSION >= NTDDI_WIN10
+    SDL_WindowData * data = (SDL_WindowData *)window->driverdata;
+    const Windows::Foundation::Size size(WINRT_PHYSICAL_PIXELS_TO_DIPS(window->w),
+                                         WINRT_PHYSICAL_PIXELS_TO_DIPS(window->h));
+    data->appView->TryResizeView(size); // TODO, WinRT: return failure (to caller?) from TryResizeView()
+#endif
+}
+
+void
+WINRT_SetWindowFullscreen(_THIS, SDL_Window * window, SDL_VideoDisplay * display, SDL_bool fullscreen)
+{
+#if NTDDI_VERSION >= NTDDI_WIN10
+    SDL_WindowData * data = (SDL_WindowData *)window->driverdata;
+    if (fullscreen) {
+        if (!data->appView->IsFullScreenMode) {
+            data->appView->TryEnterFullScreenMode();    // TODO, WinRT: return failure (to caller?) from TryEnterFullScreenMode()
+        }
+    } else {
+        if (data->appView->IsFullScreenMode) {
+            data->appView->ExitFullScreenMode();
+        }
+    }
+#endif
+}
+
+
+void
 WINRT_DestroyWindow(_THIS, SDL_Window * window)
 {
     SDL_WindowData * data = (SDL_WindowData *) window->driverdata;
diff --git a/src/video/winrt/SDL_winrtvideo_cpp.h b/src/video/winrt/SDL_winrtvideo_cpp.h
index 392ef20..84f75a6 100644
--- a/src/video/winrt/SDL_winrtvideo_cpp.h
+++ b/src/video/winrt/SDL_winrtvideo_cpp.h
@@ -75,9 +75,9 @@ extern "C" Uint32 WINRT_DetectWindowFlags(SDL_Window * window);  /* detects flag
 #define WINRT_DISPLAY_PROPERTY(NAME) (Windows::Graphics::Display::DisplayProperties::NAME)
 #endif
 
-/* Converts DIPS to physical pixels */
-#define WINRT_DIPS_TO_PHYSICAL_PIXELS(DIPS) ((int)(0.5f + (((float)(DIPS) * (float)WINRT_DISPLAY_PROPERTY(LogicalDpi)) / 96.f)))
-
+/* Converts DIPS to/from physical pixels */
+#define WINRT_DIPS_TO_PHYSICAL_PIXELS(DIPS)     ((int)(0.5f + (((float)(DIPS) * (float)WINRT_DISPLAY_PROPERTY(LogicalDpi)) / 96.f)))
+#define WINRT_PHYSICAL_PIXELS_TO_DIPS(PHYSPIX)  (((float)(PHYSPIX) * 96.f)/WINRT_DISPLAY_PROPERTY(LogicalDpi))
 
 /* Internal window data */
 struct SDL_WindowData