mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-24 04:51:19 +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
|
@ -36,7 +36,9 @@ extern int sys_ostype;
|
|||
#include "version.h"
|
||||
#include "v_video.h"
|
||||
|
||||
#ifdef _WIN32
|
||||
EXTERN_CVAR(Bool, vid_glswfb)
|
||||
#endif
|
||||
extern int currentrenderer;
|
||||
CVAR(Int, sys_statsenabled, -1, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOSET)
|
||||
CVAR(String, sys_statshost, "gzstats.drdteam.org", CVAR_ARCHIVE|CVAR_GLOBALCONFIG|CVAR_NOSET)
|
||||
|
@ -254,9 +256,9 @@ static int GetRenderInfo()
|
|||
{
|
||||
if (currentrenderer == 0)
|
||||
{
|
||||
if (!screen->Accel2D) return 0;
|
||||
#ifdef _WIN32
|
||||
if (vid_glswfb) return 2;
|
||||
if (screen->LegacyHardware()) return 6;
|
||||
#endif
|
||||
return 1;
|
||||
}
|
||||
else
|
||||
|
|
|
@ -103,11 +103,6 @@ DFrameBuffer *CreateGLSWFrameBuffer(int width, int height, bool bgra, bool fulls
|
|||
|
||||
int currentrenderer;
|
||||
|
||||
CUSTOM_CVAR(Bool, vid_glswfb, true, CVAR_NOINITCALL | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
|
||||
{
|
||||
Printf("This won't take effect until " GAMENAME " is restarted.\n");
|
||||
}
|
||||
|
||||
EXTERN_CVAR(Bool, ticker )
|
||||
EXTERN_CVAR(Bool, vid_vsync)
|
||||
EXTERN_CVAR(Bool, vid_hidpi)
|
||||
|
@ -497,11 +492,6 @@ CocoaVideo::CocoaVideo()
|
|||
// There is no support for OpenGL 3.3 before Mavericks
|
||||
defaultProfile = NSOpenGLProfileVersionLegacy;
|
||||
}
|
||||
else if (0 == vid_renderer && 0 == vid_glswfb)
|
||||
{
|
||||
// Software renderer uses OpenGL 2.1 for blitting
|
||||
defaultProfile = NSOpenGLProfileVersionLegacy;
|
||||
}
|
||||
else if (const char* const glversion = Args->CheckValue("-glversion"))
|
||||
{
|
||||
// Check for explicit version specified in command line
|
||||
|
|
|
@ -93,19 +93,11 @@ CUSTOM_CVAR(Bool, gl_debug, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINI
|
|||
Printf("This won't take effect until " GAMENAME " is restarted.\n");
|
||||
}
|
||||
#ifdef __arm__
|
||||
CUSTOM_CVAR(Bool, vid_glswfb, false, CVAR_NOINITCALL)
|
||||
{
|
||||
Printf("This won't take effect until " GAMENAME " is restarted.\n");
|
||||
}
|
||||
CUSTOM_CVAR(Bool, gl_es, false, CVAR_NOINITCALL)
|
||||
{
|
||||
Printf("This won't take effect until " GAMENAME " is restarted.\n");
|
||||
}
|
||||
#else
|
||||
CUSTOM_CVAR(Bool, vid_glswfb, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
|
||||
{
|
||||
Printf("This won't take effect until " GAMENAME " is restarted.\n");
|
||||
}
|
||||
CUSTOM_CVAR(Bool, gl_es, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
|
||||
{
|
||||
Printf("This won't take effect until " GAMENAME " is restarted.\n");
|
||||
|
@ -248,18 +240,9 @@ DFrameBuffer *SDLGLVideo::CreateFrameBuffer (int width, int height, bool bgra, b
|
|||
{
|
||||
fb = new OpenGLFrameBuffer(0, width, height, 32, 60, fullscreen);
|
||||
}
|
||||
else if (vid_glswfb == 0)
|
||||
{
|
||||
fb = new SDLFB(width, height, bgra, fullscreen, nullptr);
|
||||
}
|
||||
else
|
||||
{
|
||||
fb = (SDLBaseFB*)CreateGLSWFrameBuffer(width, height, bgra, fullscreen);
|
||||
if (!fb->IsValid())
|
||||
{
|
||||
delete fb;
|
||||
fb = new SDLFB(width, height, bgra, fullscreen, nullptr);
|
||||
}
|
||||
}
|
||||
|
||||
retry = 0;
|
||||
|
@ -271,13 +254,8 @@ DFrameBuffer *SDLGLVideo::CreateFrameBuffer (int width, int height, bool bgra, b
|
|||
// 3. Try in the opposite screen mode with the closest size
|
||||
// This is a somewhat confusing mass of recursion here.
|
||||
|
||||
while (fb == NULL || !fb->IsValid ())
|
||||
while (fb == NULL)
|
||||
{
|
||||
if (fb != NULL)
|
||||
{
|
||||
delete fb;
|
||||
}
|
||||
|
||||
switch (retry)
|
||||
{
|
||||
case 0:
|
||||
|
|
|
@ -112,437 +112,6 @@ static cycle_t SDLFlipCycles;
|
|||
|
||||
// CODE --------------------------------------------------------------------
|
||||
|
||||
// FrameBuffer implementation -----------------------------------------------
|
||||
|
||||
SDLFB::SDLFB (int width, int height, bool bgra, bool fullscreen, SDL_Window *oldwin)
|
||||
: SDLBaseFB (width, height, bgra)
|
||||
{
|
||||
int i;
|
||||
|
||||
NeedPalUpdate = false;
|
||||
NeedGammaUpdate = false;
|
||||
UpdatePending = false;
|
||||
NotPaletted = false;
|
||||
FlashAmount = 0;
|
||||
|
||||
if (oldwin)
|
||||
{
|
||||
// In some cases (Mac OS X fullscreen) SDL2 doesn't like having multiple windows which
|
||||
// appears to inevitably happen while compositor animations are running. So lets try
|
||||
// to reuse the existing window.
|
||||
Screen = oldwin;
|
||||
SDL_SetWindowSize (Screen, width, height);
|
||||
SetFullscreen (fullscreen);
|
||||
}
|
||||
else
|
||||
{
|
||||
FString caption;
|
||||
caption.Format(GAMESIG " %s (%s)", GetVersionString(), GetGitTime());
|
||||
|
||||
Screen = SDL_CreateWindow (caption,
|
||||
SDL_WINDOWPOS_UNDEFINED_DISPLAY(vid_adapter), SDL_WINDOWPOS_UNDEFINED_DISPLAY(vid_adapter),
|
||||
width, height, (fullscreen ? SDL_WINDOW_FULLSCREEN_DESKTOP : 0)|SDL_WINDOW_RESIZABLE);
|
||||
|
||||
if (Screen == NULL)
|
||||
return;
|
||||
}
|
||||
|
||||
Renderer = NULL;
|
||||
Texture = NULL;
|
||||
ResetSDLRenderer ();
|
||||
|
||||
for (i = 0; i < 256; i++)
|
||||
{
|
||||
GammaTable[0][i] = GammaTable[1][i] = GammaTable[2][i] = i;
|
||||
}
|
||||
|
||||
memcpy (SourcePalette, GPalette.BaseColors, sizeof(PalEntry)*256);
|
||||
UpdateColors ();
|
||||
|
||||
#ifdef __APPLE__
|
||||
SetVSync (vid_vsync);
|
||||
#endif
|
||||
}
|
||||
|
||||
|
||||
SDLFB::~SDLFB ()
|
||||
{
|
||||
if (Renderer)
|
||||
{
|
||||
if (Texture)
|
||||
SDL_DestroyTexture (Texture);
|
||||
SDL_DestroyRenderer (Renderer);
|
||||
}
|
||||
|
||||
if(Screen)
|
||||
{
|
||||
SDL_DestroyWindow (Screen);
|
||||
}
|
||||
}
|
||||
|
||||
bool SDLFB::IsValid ()
|
||||
{
|
||||
return DFrameBuffer::IsValid() && Screen != NULL;
|
||||
}
|
||||
|
||||
int SDLFB::GetPageCount ()
|
||||
{
|
||||
return 1;
|
||||
}
|
||||
|
||||
bool SDLFB::Lock (bool buffered)
|
||||
{
|
||||
return DSimpleCanvas::Lock ();
|
||||
}
|
||||
|
||||
bool SDLFB::Relock ()
|
||||
{
|
||||
return DSimpleCanvas::Lock ();
|
||||
}
|
||||
|
||||
void SDLFB::Unlock ()
|
||||
{
|
||||
if (UpdatePending && LockCount == 1)
|
||||
{
|
||||
Update ();
|
||||
}
|
||||
else if (--LockCount <= 0)
|
||||
{
|
||||
Buffer = NULL;
|
||||
LockCount = 0;
|
||||
}
|
||||
}
|
||||
|
||||
void SDLFB::Update ()
|
||||
{
|
||||
if (LockCount != 1)
|
||||
{
|
||||
if (LockCount > 0)
|
||||
{
|
||||
UpdatePending = true;
|
||||
--LockCount;
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
DrawRateStuff ();
|
||||
|
||||
#if !defined(__APPLE__) && !defined(__OpenBSD__)
|
||||
if(vid_maxfps && !cl_capfps)
|
||||
{
|
||||
SEMAPHORE_WAIT(FPSLimitSemaphore)
|
||||
}
|
||||
#endif
|
||||
|
||||
Buffer = NULL;
|
||||
LockCount = 0;
|
||||
UpdatePending = false;
|
||||
|
||||
BlitCycles.Reset();
|
||||
SDLFlipCycles.Reset();
|
||||
BlitCycles.Clock();
|
||||
|
||||
void *pixels;
|
||||
int pitch;
|
||||
if (UsingRenderer)
|
||||
{
|
||||
if (SDL_LockTexture (Texture, NULL, &pixels, &pitch))
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (SDL_LockSurface (Surface))
|
||||
return;
|
||||
|
||||
pixels = Surface->pixels;
|
||||
pitch = Surface->pitch;
|
||||
}
|
||||
|
||||
if (Bgra)
|
||||
{
|
||||
CopyWithGammaBgra(pixels, pitch, GammaTable[0], GammaTable[1], GammaTable[2], Flash, FlashAmount);
|
||||
}
|
||||
else if (NotPaletted)
|
||||
{
|
||||
GPfx.Convert (MemBuffer, Pitch,
|
||||
pixels, pitch, Width, Height,
|
||||
FRACUNIT, FRACUNIT, 0, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (pitch == Pitch)
|
||||
{
|
||||
memcpy (pixels, MemBuffer, Width*Height);
|
||||
}
|
||||
else
|
||||
{
|
||||
for (int y = 0; y < Height; ++y)
|
||||
{
|
||||
memcpy ((uint8_t *)pixels+y*pitch, MemBuffer+y*Pitch, Width);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (UsingRenderer)
|
||||
{
|
||||
SDL_UnlockTexture (Texture);
|
||||
|
||||
SDLFlipCycles.Clock();
|
||||
SDL_RenderClear(Renderer);
|
||||
SDL_RenderCopy(Renderer, Texture, NULL, NULL);
|
||||
SDL_RenderPresent(Renderer);
|
||||
SDLFlipCycles.Unclock();
|
||||
}
|
||||
else
|
||||
{
|
||||
SDL_UnlockSurface (Surface);
|
||||
|
||||
SDLFlipCycles.Clock();
|
||||
SDL_UpdateWindowSurface (Screen);
|
||||
SDLFlipCycles.Unclock();
|
||||
}
|
||||
|
||||
BlitCycles.Unclock();
|
||||
|
||||
if (NeedGammaUpdate)
|
||||
{
|
||||
bool Windowed = false;
|
||||
NeedGammaUpdate = false;
|
||||
CalcGamma ((Windowed || rgamma == 0.f) ? Gamma : (Gamma * rgamma), GammaTable[0]);
|
||||
CalcGamma ((Windowed || ggamma == 0.f) ? Gamma : (Gamma * ggamma), GammaTable[1]);
|
||||
CalcGamma ((Windowed || bgamma == 0.f) ? Gamma : (Gamma * bgamma), GammaTable[2]);
|
||||
NeedPalUpdate = true;
|
||||
}
|
||||
|
||||
if (NeedPalUpdate)
|
||||
{
|
||||
NeedPalUpdate = false;
|
||||
UpdateColors ();
|
||||
}
|
||||
}
|
||||
|
||||
void SDLFB::UpdateColors ()
|
||||
{
|
||||
if (NotPaletted)
|
||||
{
|
||||
PalEntry palette[256];
|
||||
|
||||
for (int i = 0; i < 256; ++i)
|
||||
{
|
||||
palette[i].r = GammaTable[0][SourcePalette[i].r];
|
||||
palette[i].g = GammaTable[1][SourcePalette[i].g];
|
||||
palette[i].b = GammaTable[2][SourcePalette[i].b];
|
||||
}
|
||||
if (FlashAmount)
|
||||
{
|
||||
DoBlending (palette, palette,
|
||||
256, GammaTable[0][Flash.r], GammaTable[1][Flash.g], GammaTable[2][Flash.b],
|
||||
FlashAmount);
|
||||
}
|
||||
GPfx.SetPalette (palette);
|
||||
}
|
||||
else
|
||||
{
|
||||
SDL_Color colors[256];
|
||||
|
||||
for (int i = 0; i < 256; ++i)
|
||||
{
|
||||
colors[i].r = GammaTable[0][SourcePalette[i].r];
|
||||
colors[i].g = GammaTable[1][SourcePalette[i].g];
|
||||
colors[i].b = GammaTable[2][SourcePalette[i].b];
|
||||
}
|
||||
if (FlashAmount)
|
||||
{
|
||||
DoBlending ((PalEntry *)colors, (PalEntry *)colors,
|
||||
256, GammaTable[2][Flash.b], GammaTable[1][Flash.g], GammaTable[0][Flash.r],
|
||||
FlashAmount);
|
||||
}
|
||||
SDL_SetPaletteColors (Surface->format->palette, colors, 0, 256);
|
||||
}
|
||||
}
|
||||
|
||||
PalEntry *SDLFB::GetPalette ()
|
||||
{
|
||||
return SourcePalette;
|
||||
}
|
||||
|
||||
void SDLFB::UpdatePalette ()
|
||||
{
|
||||
NeedPalUpdate = true;
|
||||
}
|
||||
|
||||
bool SDLFB::SetGamma (float gamma)
|
||||
{
|
||||
Gamma = gamma;
|
||||
NeedGammaUpdate = true;
|
||||
return true;
|
||||
}
|
||||
|
||||
bool SDLFB::SetFlash (PalEntry rgb, int amount)
|
||||
{
|
||||
Flash = rgb;
|
||||
FlashAmount = amount;
|
||||
NeedPalUpdate = true;
|
||||
return true;
|
||||
}
|
||||
|
||||
void SDLFB::GetFlash (PalEntry &rgb, int &amount)
|
||||
{
|
||||
rgb = Flash;
|
||||
amount = FlashAmount;
|
||||
}
|
||||
|
||||
// Q: Should I gamma adjust the returned palette?
|
||||
void SDLFB::GetFlashedPalette (PalEntry pal[256])
|
||||
{
|
||||
memcpy (pal, SourcePalette, 256*sizeof(PalEntry));
|
||||
if (FlashAmount)
|
||||
{
|
||||
DoBlending (pal, pal, 256, Flash.r, Flash.g, Flash.b, FlashAmount);
|
||||
}
|
||||
}
|
||||
|
||||
void SDLFB::SetFullscreen (bool fullscreen)
|
||||
{
|
||||
if (IsFullscreen() == fullscreen)
|
||||
return;
|
||||
|
||||
SDL_SetWindowFullscreen (Screen, fullscreen ? SDL_WINDOW_FULLSCREEN_DESKTOP : 0);
|
||||
if (!fullscreen)
|
||||
{
|
||||
// Restore proper window size
|
||||
SDL_SetWindowSize (Screen, Width, Height);
|
||||
}
|
||||
|
||||
ResetSDLRenderer ();
|
||||
}
|
||||
|
||||
bool SDLFB::IsFullscreen ()
|
||||
{
|
||||
return (SDL_GetWindowFlags (Screen) & SDL_WINDOW_FULLSCREEN_DESKTOP) != 0;
|
||||
}
|
||||
|
||||
void SDLFB::ResetSDLRenderer ()
|
||||
{
|
||||
if (Renderer)
|
||||
{
|
||||
if (Texture)
|
||||
SDL_DestroyTexture (Texture);
|
||||
SDL_DestroyRenderer (Renderer);
|
||||
}
|
||||
|
||||
UsingRenderer = !vid_forcesurface;
|
||||
if (UsingRenderer)
|
||||
{
|
||||
Renderer = SDL_CreateRenderer (Screen, -1,SDL_RENDERER_ACCELERATED|SDL_RENDERER_TARGETTEXTURE|
|
||||
(vid_vsync ? SDL_RENDERER_PRESENTVSYNC : 0));
|
||||
if (!Renderer)
|
||||
return;
|
||||
|
||||
SDL_SetRenderDrawColor(Renderer, 0, 0, 0, 255);
|
||||
|
||||
Uint32 fmt;
|
||||
if (Bgra)
|
||||
{
|
||||
fmt = SDL_PIXELFORMAT_ARGB8888;
|
||||
}
|
||||
else
|
||||
{
|
||||
switch (vid_displaybits)
|
||||
{
|
||||
default: fmt = SDL_PIXELFORMAT_ARGB8888; break;
|
||||
case 30: fmt = SDL_PIXELFORMAT_ARGB2101010; break;
|
||||
case 24: fmt = SDL_PIXELFORMAT_RGB888; break;
|
||||
case 16: fmt = SDL_PIXELFORMAT_RGB565; break;
|
||||
case 15: fmt = SDL_PIXELFORMAT_ARGB1555; break;
|
||||
}
|
||||
}
|
||||
Texture = SDL_CreateTexture (Renderer, fmt, SDL_TEXTUREACCESS_STREAMING, Width, Height);
|
||||
|
||||
{
|
||||
NotPaletted = true;
|
||||
|
||||
Uint32 format;
|
||||
SDL_QueryTexture(Texture, &format, NULL, NULL, NULL);
|
||||
|
||||
Uint32 Rmask, Gmask, Bmask, Amask;
|
||||
int bpp;
|
||||
SDL_PixelFormatEnumToMasks(format, &bpp, &Rmask, &Gmask, &Bmask, &Amask);
|
||||
GPfx.SetFormat (bpp, Rmask, Gmask, Bmask);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Surface = SDL_GetWindowSurface (Screen);
|
||||
|
||||
if (Surface->format->palette == NULL)
|
||||
{
|
||||
NotPaletted = true;
|
||||
GPfx.SetFormat (Surface->format->BitsPerPixel, Surface->format->Rmask, Surface->format->Gmask, Surface->format->Bmask);
|
||||
}
|
||||
else
|
||||
NotPaletted = false;
|
||||
}
|
||||
|
||||
// In fullscreen, set logical size according to animorphic ratio.
|
||||
// Windowed modes are rendered to fill the window (usually 1:1)
|
||||
if (IsFullscreen ())
|
||||
{
|
||||
int w, h;
|
||||
SDL_GetWindowSize (Screen, &w, &h);
|
||||
ScaleWithAspect (w, h, Width, Height);
|
||||
SDL_RenderSetLogicalSize (Renderer, w, h);
|
||||
}
|
||||
}
|
||||
|
||||
void SDLFB::SetVSync (bool vsync)
|
||||
{
|
||||
#ifdef __APPLE__
|
||||
if (CGLContextObj context = CGLGetCurrentContext())
|
||||
{
|
||||
// Apply vsync for native backend only (where OpenGL context is set)
|
||||
const GLint value = vsync ? 1 : 0;
|
||||
CGLSetParameter(context, kCGLCPSwapInterval, &value);
|
||||
}
|
||||
#else
|
||||
ResetSDLRenderer ();
|
||||
#endif // __APPLE__
|
||||
}
|
||||
|
||||
void SDLFB::ScaleCoordsFromWindow(int16_t &x, int16_t &y)
|
||||
{
|
||||
int w, h;
|
||||
SDL_GetWindowSize (Screen, &w, &h);
|
||||
|
||||
// Detect if we're doing scaling in the Window and adjust the mouse
|
||||
// coordinates accordingly. This could be more efficent, but I
|
||||
// don't think performance is an issue in the menus.
|
||||
if(IsFullscreen())
|
||||
{
|
||||
int realw = w, realh = h;
|
||||
ScaleWithAspect (realw, realh, SCREENWIDTH, SCREENHEIGHT);
|
||||
if (realw != SCREENWIDTH || realh != SCREENHEIGHT)
|
||||
{
|
||||
double xratio = (double)SCREENWIDTH/realw;
|
||||
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