mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-28 15:02:39 +00:00
- removed SDLFB and cleaned things up a bit.
This commit is contained in:
parent
1a28644d83
commit
e0f1abdf81
6 changed files with 8 additions and 542 deletions
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@ -36,7 +36,9 @@ extern int sys_ostype;
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#include "version.h"
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#include "v_video.h"
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#ifdef _WIN32
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EXTERN_CVAR(Bool, vid_glswfb)
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#endif
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extern int currentrenderer;
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CVAR(Int, sys_statsenabled, -1, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOSET)
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CVAR(String, sys_statshost, "gzstats.drdteam.org", CVAR_ARCHIVE|CVAR_GLOBALCONFIG|CVAR_NOSET)
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@ -254,9 +256,9 @@ static int GetRenderInfo()
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{
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if (currentrenderer == 0)
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{
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if (!screen->Accel2D) return 0;
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#ifdef _WIN32
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if (vid_glswfb) return 2;
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if (screen->LegacyHardware()) return 6;
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#endif
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return 1;
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}
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else
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@ -103,11 +103,6 @@ DFrameBuffer *CreateGLSWFrameBuffer(int width, int height, bool bgra, bool fulls
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int currentrenderer;
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CUSTOM_CVAR(Bool, vid_glswfb, true, CVAR_NOINITCALL | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
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{
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Printf("This won't take effect until " GAMENAME " is restarted.\n");
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}
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EXTERN_CVAR(Bool, ticker )
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EXTERN_CVAR(Bool, vid_vsync)
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EXTERN_CVAR(Bool, vid_hidpi)
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@ -497,11 +492,6 @@ CocoaVideo::CocoaVideo()
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// There is no support for OpenGL 3.3 before Mavericks
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defaultProfile = NSOpenGLProfileVersionLegacy;
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}
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else if (0 == vid_renderer && 0 == vid_glswfb)
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{
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// Software renderer uses OpenGL 2.1 for blitting
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defaultProfile = NSOpenGLProfileVersionLegacy;
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}
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else if (const char* const glversion = Args->CheckValue("-glversion"))
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{
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// Check for explicit version specified in command line
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@ -93,19 +93,11 @@ CUSTOM_CVAR(Bool, gl_debug, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINI
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Printf("This won't take effect until " GAMENAME " is restarted.\n");
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}
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#ifdef __arm__
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CUSTOM_CVAR(Bool, vid_glswfb, false, CVAR_NOINITCALL)
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{
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Printf("This won't take effect until " GAMENAME " is restarted.\n");
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}
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CUSTOM_CVAR(Bool, gl_es, false, CVAR_NOINITCALL)
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{
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Printf("This won't take effect until " GAMENAME " is restarted.\n");
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}
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#else
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CUSTOM_CVAR(Bool, vid_glswfb, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
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{
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Printf("This won't take effect until " GAMENAME " is restarted.\n");
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}
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CUSTOM_CVAR(Bool, gl_es, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
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{
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Printf("This won't take effect until " GAMENAME " is restarted.\n");
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@ -248,18 +240,9 @@ DFrameBuffer *SDLGLVideo::CreateFrameBuffer (int width, int height, bool bgra, b
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{
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fb = new OpenGLFrameBuffer(0, width, height, 32, 60, fullscreen);
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}
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else if (vid_glswfb == 0)
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{
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fb = new SDLFB(width, height, bgra, fullscreen, nullptr);
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}
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else
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{
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fb = (SDLBaseFB*)CreateGLSWFrameBuffer(width, height, bgra, fullscreen);
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if (!fb->IsValid())
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{
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delete fb;
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fb = new SDLFB(width, height, bgra, fullscreen, nullptr);
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}
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}
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retry = 0;
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@ -271,13 +254,8 @@ DFrameBuffer *SDLGLVideo::CreateFrameBuffer (int width, int height, bool bgra, b
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// 3. Try in the opposite screen mode with the closest size
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// This is a somewhat confusing mass of recursion here.
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while (fb == NULL || !fb->IsValid ())
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while (fb == NULL)
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{
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if (fb != NULL)
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{
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delete fb;
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}
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switch (retry)
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{
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case 0:
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@ -112,437 +112,6 @@ static cycle_t SDLFlipCycles;
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// CODE --------------------------------------------------------------------
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// FrameBuffer implementation -----------------------------------------------
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SDLFB::SDLFB (int width, int height, bool bgra, bool fullscreen, SDL_Window *oldwin)
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: SDLBaseFB (width, height, bgra)
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{
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int i;
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NeedPalUpdate = false;
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NeedGammaUpdate = false;
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UpdatePending = false;
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NotPaletted = false;
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FlashAmount = 0;
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if (oldwin)
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{
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// In some cases (Mac OS X fullscreen) SDL2 doesn't like having multiple windows which
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// appears to inevitably happen while compositor animations are running. So lets try
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// to reuse the existing window.
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Screen = oldwin;
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SDL_SetWindowSize (Screen, width, height);
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SetFullscreen (fullscreen);
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}
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else
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{
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FString caption;
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caption.Format(GAMESIG " %s (%s)", GetVersionString(), GetGitTime());
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Screen = SDL_CreateWindow (caption,
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SDL_WINDOWPOS_UNDEFINED_DISPLAY(vid_adapter), SDL_WINDOWPOS_UNDEFINED_DISPLAY(vid_adapter),
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width, height, (fullscreen ? SDL_WINDOW_FULLSCREEN_DESKTOP : 0)|SDL_WINDOW_RESIZABLE);
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if (Screen == NULL)
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return;
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}
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Renderer = NULL;
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Texture = NULL;
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ResetSDLRenderer ();
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for (i = 0; i < 256; i++)
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{
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GammaTable[0][i] = GammaTable[1][i] = GammaTable[2][i] = i;
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}
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memcpy (SourcePalette, GPalette.BaseColors, sizeof(PalEntry)*256);
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UpdateColors ();
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#ifdef __APPLE__
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SetVSync (vid_vsync);
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#endif
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}
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SDLFB::~SDLFB ()
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{
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if (Renderer)
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{
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if (Texture)
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SDL_DestroyTexture (Texture);
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SDL_DestroyRenderer (Renderer);
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}
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if(Screen)
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{
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SDL_DestroyWindow (Screen);
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}
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}
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bool SDLFB::IsValid ()
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{
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return DFrameBuffer::IsValid() && Screen != NULL;
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}
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int SDLFB::GetPageCount ()
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{
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return 1;
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}
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bool SDLFB::Lock (bool buffered)
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{
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return DSimpleCanvas::Lock ();
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}
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bool SDLFB::Relock ()
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{
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return DSimpleCanvas::Lock ();
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}
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void SDLFB::Unlock ()
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{
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if (UpdatePending && LockCount == 1)
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{
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Update ();
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}
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else if (--LockCount <= 0)
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{
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Buffer = NULL;
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LockCount = 0;
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}
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}
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void SDLFB::Update ()
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{
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if (LockCount != 1)
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{
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if (LockCount > 0)
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{
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UpdatePending = true;
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--LockCount;
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}
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return;
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}
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DrawRateStuff ();
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#if !defined(__APPLE__) && !defined(__OpenBSD__)
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if(vid_maxfps && !cl_capfps)
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{
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SEMAPHORE_WAIT(FPSLimitSemaphore)
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}
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#endif
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Buffer = NULL;
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LockCount = 0;
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UpdatePending = false;
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BlitCycles.Reset();
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SDLFlipCycles.Reset();
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BlitCycles.Clock();
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void *pixels;
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int pitch;
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if (UsingRenderer)
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{
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if (SDL_LockTexture (Texture, NULL, &pixels, &pitch))
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return;
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}
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else
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{
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if (SDL_LockSurface (Surface))
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return;
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pixels = Surface->pixels;
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pitch = Surface->pitch;
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}
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if (Bgra)
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{
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CopyWithGammaBgra(pixels, pitch, GammaTable[0], GammaTable[1], GammaTable[2], Flash, FlashAmount);
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}
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else if (NotPaletted)
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{
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GPfx.Convert (MemBuffer, Pitch,
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pixels, pitch, Width, Height,
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FRACUNIT, FRACUNIT, 0, 0);
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}
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else
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{
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if (pitch == Pitch)
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{
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memcpy (pixels, MemBuffer, Width*Height);
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}
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else
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{
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for (int y = 0; y < Height; ++y)
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{
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memcpy ((uint8_t *)pixels+y*pitch, MemBuffer+y*Pitch, Width);
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}
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}
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}
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if (UsingRenderer)
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{
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SDL_UnlockTexture (Texture);
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SDLFlipCycles.Clock();
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SDL_RenderClear(Renderer);
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SDL_RenderCopy(Renderer, Texture, NULL, NULL);
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SDL_RenderPresent(Renderer);
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SDLFlipCycles.Unclock();
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}
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else
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{
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SDL_UnlockSurface (Surface);
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SDLFlipCycles.Clock();
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SDL_UpdateWindowSurface (Screen);
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SDLFlipCycles.Unclock();
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}
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BlitCycles.Unclock();
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if (NeedGammaUpdate)
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{
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bool Windowed = false;
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NeedGammaUpdate = false;
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CalcGamma ((Windowed || rgamma == 0.f) ? Gamma : (Gamma * rgamma), GammaTable[0]);
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CalcGamma ((Windowed || ggamma == 0.f) ? Gamma : (Gamma * ggamma), GammaTable[1]);
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CalcGamma ((Windowed || bgamma == 0.f) ? Gamma : (Gamma * bgamma), GammaTable[2]);
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NeedPalUpdate = true;
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}
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if (NeedPalUpdate)
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{
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NeedPalUpdate = false;
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UpdateColors ();
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}
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}
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void SDLFB::UpdateColors ()
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{
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if (NotPaletted)
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{
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PalEntry palette[256];
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for (int i = 0; i < 256; ++i)
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{
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palette[i].r = GammaTable[0][SourcePalette[i].r];
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palette[i].g = GammaTable[1][SourcePalette[i].g];
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palette[i].b = GammaTable[2][SourcePalette[i].b];
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}
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if (FlashAmount)
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{
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DoBlending (palette, palette,
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256, GammaTable[0][Flash.r], GammaTable[1][Flash.g], GammaTable[2][Flash.b],
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FlashAmount);
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}
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GPfx.SetPalette (palette);
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}
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else
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{
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SDL_Color colors[256];
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for (int i = 0; i < 256; ++i)
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{
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colors[i].r = GammaTable[0][SourcePalette[i].r];
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colors[i].g = GammaTable[1][SourcePalette[i].g];
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colors[i].b = GammaTable[2][SourcePalette[i].b];
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}
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if (FlashAmount)
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{
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DoBlending ((PalEntry *)colors, (PalEntry *)colors,
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256, GammaTable[2][Flash.b], GammaTable[1][Flash.g], GammaTable[0][Flash.r],
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FlashAmount);
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}
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SDL_SetPaletteColors (Surface->format->palette, colors, 0, 256);
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}
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}
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PalEntry *SDLFB::GetPalette ()
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{
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return SourcePalette;
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}
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void SDLFB::UpdatePalette ()
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{
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NeedPalUpdate = true;
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}
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bool SDLFB::SetGamma (float gamma)
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{
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Gamma = gamma;
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NeedGammaUpdate = true;
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return true;
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}
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bool SDLFB::SetFlash (PalEntry rgb, int amount)
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{
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Flash = rgb;
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FlashAmount = amount;
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NeedPalUpdate = true;
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return true;
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}
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void SDLFB::GetFlash (PalEntry &rgb, int &amount)
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{
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rgb = Flash;
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amount = FlashAmount;
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}
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// Q: Should I gamma adjust the returned palette?
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void SDLFB::GetFlashedPalette (PalEntry pal[256])
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{
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memcpy (pal, SourcePalette, 256*sizeof(PalEntry));
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if (FlashAmount)
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{
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DoBlending (pal, pal, 256, Flash.r, Flash.g, Flash.b, FlashAmount);
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}
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}
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void SDLFB::SetFullscreen (bool fullscreen)
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{
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if (IsFullscreen() == fullscreen)
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return;
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SDL_SetWindowFullscreen (Screen, fullscreen ? SDL_WINDOW_FULLSCREEN_DESKTOP : 0);
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if (!fullscreen)
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{
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// Restore proper window size
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SDL_SetWindowSize (Screen, Width, Height);
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}
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ResetSDLRenderer ();
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}
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bool SDLFB::IsFullscreen ()
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{
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return (SDL_GetWindowFlags (Screen) & SDL_WINDOW_FULLSCREEN_DESKTOP) != 0;
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}
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void SDLFB::ResetSDLRenderer ()
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{
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if (Renderer)
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{
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if (Texture)
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SDL_DestroyTexture (Texture);
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SDL_DestroyRenderer (Renderer);
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}
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UsingRenderer = !vid_forcesurface;
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if (UsingRenderer)
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{
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Renderer = SDL_CreateRenderer (Screen, -1,SDL_RENDERER_ACCELERATED|SDL_RENDERER_TARGETTEXTURE|
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(vid_vsync ? SDL_RENDERER_PRESENTVSYNC : 0));
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if (!Renderer)
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return;
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SDL_SetRenderDrawColor(Renderer, 0, 0, 0, 255);
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Uint32 fmt;
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if (Bgra)
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{
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fmt = SDL_PIXELFORMAT_ARGB8888;
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}
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else
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{
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switch (vid_displaybits)
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{
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default: fmt = SDL_PIXELFORMAT_ARGB8888; break;
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case 30: fmt = SDL_PIXELFORMAT_ARGB2101010; break;
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case 24: fmt = SDL_PIXELFORMAT_RGB888; break;
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case 16: fmt = SDL_PIXELFORMAT_RGB565; break;
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case 15: fmt = SDL_PIXELFORMAT_ARGB1555; break;
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}
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}
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Texture = SDL_CreateTexture (Renderer, fmt, SDL_TEXTUREACCESS_STREAMING, Width, Height);
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{
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NotPaletted = true;
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Uint32 format;
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SDL_QueryTexture(Texture, &format, NULL, NULL, NULL);
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Uint32 Rmask, Gmask, Bmask, Amask;
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int bpp;
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SDL_PixelFormatEnumToMasks(format, &bpp, &Rmask, &Gmask, &Bmask, &Amask);
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GPfx.SetFormat (bpp, Rmask, Gmask, Bmask);
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}
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}
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else
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{
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Surface = SDL_GetWindowSurface (Screen);
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if (Surface->format->palette == NULL)
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{
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NotPaletted = true;
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GPfx.SetFormat (Surface->format->BitsPerPixel, Surface->format->Rmask, Surface->format->Gmask, Surface->format->Bmask);
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}
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else
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NotPaletted = false;
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}
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// In fullscreen, set logical size according to animorphic ratio.
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// Windowed modes are rendered to fill the window (usually 1:1)
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if (IsFullscreen ())
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{
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int w, h;
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SDL_GetWindowSize (Screen, &w, &h);
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ScaleWithAspect (w, h, Width, Height);
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SDL_RenderSetLogicalSize (Renderer, w, h);
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}
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}
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void SDLFB::SetVSync (bool vsync)
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{
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#ifdef __APPLE__
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if (CGLContextObj context = CGLGetCurrentContext())
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{
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// Apply vsync for native backend only (where OpenGL context is set)
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const GLint value = vsync ? 1 : 0;
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CGLSetParameter(context, kCGLCPSwapInterval, &value);
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}
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#else
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ResetSDLRenderer ();
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#endif // __APPLE__
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}
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void SDLFB::ScaleCoordsFromWindow(int16_t &x, int16_t &y)
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{
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int w, h;
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SDL_GetWindowSize (Screen, &w, &h);
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// Detect if we're doing scaling in the Window and adjust the mouse
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// coordinates accordingly. This could be more efficent, but I
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// don't think performance is an issue in the menus.
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if(IsFullscreen())
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{
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int realw = w, realh = h;
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ScaleWithAspect (realw, realh, SCREENWIDTH, SCREENHEIGHT);
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if (realw != SCREENWIDTH || realh != SCREENHEIGHT)
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{
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double xratio = (double)SCREENWIDTH/realw;
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double yratio = (double)SCREENHEIGHT/realh;
|
||||
if (realw < w)
|
||||
{
|
||||
x = (x - (w - realw)/2)*xratio;
|
||||
y *= yratio;
|
||||
}
|
||||
else
|
||||
{
|
||||
y = (y - (h - realh)/2)*yratio;
|
||||
x *= xratio;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
x = (int16_t)(x*Width/w);
|
||||
y = (int16_t)(y*Height/h);
|
||||
}
|
||||
}
|
||||
|
||||
ADD_STAT (blit)
|
||||
{
|
||||
|
@ -555,6 +124,8 @@ ADD_STAT (blit)
|
|||
// each platform has its own specific version of this function.
|
||||
void I_SetWindowTitle(const char* caption)
|
||||
{
|
||||
#if 0
|
||||
// This needs to be done differently. The static_cast here is fundamentally wrong because SDLFB is not the true ancestor of the screen's class.
|
||||
auto Screen = static_cast<SDLFB *>(screen)->GetSDLWindow();
|
||||
if (caption)
|
||||
SDL_SetWindowTitle(static_cast<SDLFB *>(screen)->GetSDLWindow(), caption);
|
||||
|
@ -564,5 +135,6 @@ void I_SetWindowTitle(const char* caption)
|
|||
default_caption.Format(GAMESIG " %s (%s)", GetVersionString(), GetGitTime());
|
||||
SDL_SetWindowTitle(static_cast<SDLFB *>(screen)->GetSDLWindow(), default_caption);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
|
|
|
@ -2,59 +2,3 @@
|
|||
#include "v_video.h"
|
||||
#include "sdlglvideo.h"
|
||||
|
||||
class SDLFB : public SDLBaseFB
|
||||
{
|
||||
typedef SDLBaseFB Super;
|
||||
public:
|
||||
SDLFB(int width, int height, bool bgra, bool fullscreen, SDL_Window *oldwin);
|
||||
~SDLFB();
|
||||
|
||||
bool Lock(bool buffer);
|
||||
void Unlock();
|
||||
bool Relock();
|
||||
void ForceBuffering(bool force);
|
||||
bool IsValid();
|
||||
void Update();
|
||||
PalEntry *GetPalette();
|
||||
void GetFlashedPalette(PalEntry pal[256]);
|
||||
void UpdatePalette();
|
||||
bool SetGamma(float gamma);
|
||||
bool SetFlash(PalEntry rgb, int amount);
|
||||
void GetFlash(PalEntry &rgb, int &amount);
|
||||
void SetFullscreen(bool fullscreen);
|
||||
int GetPageCount();
|
||||
bool IsFullscreen();
|
||||
|
||||
friend class SDLGLVideo;
|
||||
|
||||
virtual void SetVSync(bool vsync);
|
||||
virtual void ScaleCoordsFromWindow(int16_t &x, int16_t &y);
|
||||
|
||||
SDL_Window *GetSDLWindow() override { return Screen; }
|
||||
|
||||
private:
|
||||
PalEntry SourcePalette[256];
|
||||
uint8_t GammaTable[3][256];
|
||||
PalEntry Flash;
|
||||
int FlashAmount;
|
||||
float Gamma;
|
||||
bool UpdatePending;
|
||||
|
||||
SDL_Window *Screen;
|
||||
SDL_Renderer *Renderer;
|
||||
union
|
||||
{
|
||||
SDL_Texture *Texture;
|
||||
SDL_Surface *Surface;
|
||||
};
|
||||
|
||||
bool UsingRenderer;
|
||||
bool NeedPalUpdate;
|
||||
bool NeedGammaUpdate;
|
||||
bool NotPaletted;
|
||||
|
||||
void UpdateColors();
|
||||
void ResetSDLRenderer();
|
||||
|
||||
SDLFB() {}
|
||||
};
|
||||
|
|
|
@ -1862,18 +1862,6 @@ OptionValue "GLD3D"
|
|||
1, "$OPTVAL_GL"
|
||||
}
|
||||
|
||||
OptionValue "GLSDL"
|
||||
{
|
||||
0, "$OPTVAL_SDL"
|
||||
1, "$OPTVAL_GL"
|
||||
}
|
||||
|
||||
OptionValue "GLCOCOA"
|
||||
{
|
||||
0, "$OPTVAL_COCOA"
|
||||
1, "$OPTVAL_GL"
|
||||
}
|
||||
|
||||
OptionMenu RendererMenu protected
|
||||
{
|
||||
Title "$RNDMNU_TITLE"
|
||||
|
@ -1884,14 +1872,6 @@ OptionMenu RendererMenu protected
|
|||
{
|
||||
Option "$RNDMNU_CANVAS", "vid_glswfb", "GLD3D"
|
||||
}
|
||||
IfOption(unix)
|
||||
{
|
||||
Option "$RNDMNU_CANVAS", "vid_glswfb", "GLSDL"
|
||||
}
|
||||
IfOption(Mac)
|
||||
{
|
||||
Option "$RNDMNU_CANVAS", "vid_glswfb", "GLCOCOA"
|
||||
}
|
||||
}
|
||||
|
||||
/*=======================================
|
||||
|
|
Loading…
Reference in a new issue