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Added selection of frame buffer implementation in Cocoa backend
Added vid_glswfb CVAR but set it to false by default for compatibility reasons
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1 changed files with 15 additions and 4 deletions
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@ -116,6 +116,11 @@
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DFrameBuffer *CreateGLSWFrameBuffer(int width, int height, bool bgra, bool fullscreen);
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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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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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@ -551,9 +556,12 @@ CocoaVideo::CocoaVideo()
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// Create OpenGL pixel format
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NSOpenGLPixelFormat* pixelFormat = CreatePixelFormat(OpenGLProfile::Core);
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const OpenGLProfile defaultProfile = (1 == vid_renderer || vid_glswfb)
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? OpenGLProfile::Core
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: OpenGLProfile::Legacy;
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NSOpenGLPixelFormat* pixelFormat = CreatePixelFormat(defaultProfile);
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if (nil == pixelFormat)
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if (nil == pixelFormat && OpenGLProfile::Core == defaultProfile)
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{
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pixelFormat = CreatePixelFormat(OpenGLProfile::Legacy);
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@ -647,10 +655,13 @@ DFrameBuffer* CocoaVideo::CreateFrameBuffer(const int width, const int height, c
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{
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fb = new OpenGLFrameBuffer(NULL, width, height, 32, 60, fullscreen);
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}
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else if (vid_glswfb)
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{
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fb = CreateGLSWFrameBuffer(width, height, bgra, fullscreen);
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}
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else
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{
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//fb = new CocoaFrameBuffer(width, height, bgra, fullscreen);
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fb = CreateGLSWFrameBuffer(width, height, bgra, fullscreen);
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fb = new CocoaFrameBuffer(width, height, bgra, fullscreen);
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}
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fb->SetFlash(flashColor, flashAmount);
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