Implemented SDL_GetHintBoolean() to make it easier to check boolean hints
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parent
98fbc3fc5d
commit
1b032a0419
26 changed files with 68 additions and 136 deletions
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@ -234,12 +234,11 @@ SDL_CreateRenderer(SDL_Window * window, int index, Uint32 flags)
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return NULL;
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}
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hint = SDL_GetHint(SDL_HINT_RENDER_VSYNC);
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if (hint) {
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if (*hint == '0') {
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flags &= ~SDL_RENDERER_PRESENTVSYNC;
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} else {
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if (SDL_GetHint(SDL_HINT_RENDER_VSYNC)) {
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if (SDL_GetHintBoolean(SDL_HINT_RENDER_VSYNC, SDL_TRUE)) {
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flags |= SDL_RENDERER_PRESENTVSYNC;
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} else {
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flags &= ~SDL_RENDERER_PRESENTVSYNC;
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}
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}
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@ -512,7 +512,6 @@ D3D_CreateRenderer(SDL_Window * window, Uint32 flags)
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D3D_RenderData *data;
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SDL_SysWMinfo windowinfo;
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HRESULT result;
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const char *hint;
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D3DPRESENT_PARAMETERS pparams;
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IDirect3DSwapChain9 *chain;
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D3DCAPS9 caps;
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@ -607,8 +606,7 @@ D3D_CreateRenderer(SDL_Window * window, Uint32 flags)
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device_flags |= D3DCREATE_SOFTWARE_VERTEXPROCESSING;
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}
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hint = SDL_GetHint(SDL_HINT_RENDER_DIRECT3D_THREADSAFE);
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if (hint && SDL_atoi(hint)) {
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if (SDL_GetHintBoolean(SDL_HINT_RENDER_DIRECT3D_THREADSAFE, SDL_FALSE)) {
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device_flags |= D3DCREATE_MULTITHREADED;
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}
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@ -1000,7 +1000,6 @@ D3D11_CreateDeviceResources(SDL_Renderer * renderer)
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IDXGIDevice1 *dxgiDevice = NULL;
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HRESULT result = S_OK;
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UINT creationFlags;
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const char *hint;
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/* This array defines the set of DirectX hardware feature levels this app will support.
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* Note the ordering should be preserved.
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@ -1078,8 +1077,7 @@ D3D11_CreateDeviceResources(SDL_Renderer * renderer)
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creationFlags = D3D11_CREATE_DEVICE_BGRA_SUPPORT;
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/* Make sure Direct3D's debugging feature gets used, if the app requests it. */
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hint = SDL_GetHint(SDL_HINT_RENDER_DIRECT3D11_DEBUG);
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if (hint && SDL_atoi(hint) > 0) {
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if (SDL_GetHintBoolean(SDL_HINT_RENDER_DIRECT3D11_DEBUG, SDL_FALSE)) {
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creationFlags |= D3D11_CREATE_DEVICE_DEBUG;
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}
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@ -390,7 +390,6 @@ GL_CreateRenderer(SDL_Window * window, Uint32 flags)
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{
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SDL_Renderer *renderer;
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GL_RenderData *data;
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const char *hint;
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GLint value;
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Uint32 window_flags;
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int profile_mask = 0, major = 0, minor = 0;
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@ -528,8 +527,7 @@ GL_CreateRenderer(SDL_Window * window, Uint32 flags)
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}
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/* Check for shader support */
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hint = SDL_GetHint(SDL_HINT_RENDER_OPENGL_SHADERS);
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if (!hint || *hint != '0') {
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if (SDL_GetHintBoolean(SDL_HINT_RENDER_OPENGL_SHADERS, SDL_TRUE)) {
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data->shaders = GL_CreateShaderContext();
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}
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SDL_LogInfo(SDL_LOG_CATEGORY_RENDER, "OpenGL shaders: %s",
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