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Added support for SDL_RENDERER_PRESENTVSYNC to the software renderer
This fixes https://github.com/libsdl-org/SDL/issues/4612
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@ -833,7 +833,8 @@ SDL_CreateRenderer(SDL_Window * window, int index, Uint32 flags)
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goto error;
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}
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if (SDL_GetHint(SDL_HINT_RENDER_VSYNC)) {
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hint = SDL_GetHint(SDL_HINT_RENDER_VSYNC);
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if (hint && *hint) {
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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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@ -859,9 +859,22 @@ SW_CreateRendererForSurface(SDL_Surface * surface)
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static SDL_Renderer *
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SW_CreateRenderer(SDL_Window * window, Uint32 flags)
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{
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const char *hint;
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SDL_Surface *surface;
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/* Set the vsync hint based on our flags, if it's not already set */
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hint = SDL_GetHint(SDL_HINT_RENDER_VSYNC);
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if (!hint || !*hint) {
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SDL_SetHint(SDL_HINT_RENDER_VSYNC, (flags & SDL_RENDERER_PRESENTVSYNC) ? "1" : "0");
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}
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surface = SDL_GetWindowSurface(window);
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/* Reset the vsync hint if we set it above */
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if (!hint || !*hint) {
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SDL_SetHint(SDL_HINT_RENDER_VSYNC, "");
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}
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if (!surface) {
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return NULL;
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}
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@ -872,7 +885,7 @@ SDL_RenderDriver SW_RenderDriver = {
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SW_CreateRenderer,
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{
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"software",
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SDL_RENDERER_SOFTWARE | SDL_RENDERER_TARGETTEXTURE,
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SDL_RENDERER_SOFTWARE | SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_TARGETTEXTURE,
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8,
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{
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SDL_PIXELFORMAT_ARGB8888,
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@ -172,53 +172,9 @@ typedef struct {
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int bytes_per_pixel;
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} SDL_WindowTextureData;
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static SDL_bool
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ShouldUseTextureFramebuffer()
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{
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const char *hint;
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/* If there's no native framebuffer support then there's no option */
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if (!_this->CreateWindowFramebuffer) {
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return SDL_TRUE;
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}
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/* If this is the dummy driver there is no texture support */
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if (_this->is_dummy) {
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return SDL_FALSE;
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}
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/* If the user has specified a software renderer we can't use a
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texture framebuffer, or renderer creation will go recursive.
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*/
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hint = SDL_GetHint(SDL_HINT_RENDER_DRIVER);
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if (hint && SDL_strcasecmp(hint, "software") == 0) {
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return SDL_FALSE;
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}
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/* See if the user or application wants a specific behavior */
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hint = SDL_GetHint(SDL_HINT_FRAMEBUFFER_ACCELERATION);
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if (hint) {
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if (*hint == '0' || SDL_strcasecmp(hint, "false") == 0) {
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return SDL_FALSE;
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} else {
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return SDL_TRUE;
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}
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}
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/* Each platform has different performance characteristics */
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#if defined(__WIN32__)
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/* GDI BitBlt() is way faster than Direct3D dynamic textures right now.
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*/
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return SDL_FALSE;
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#elif defined(__MACOSX__)
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/* Mac OS X uses OpenGL as the native fast path (for cocoa and X11) */
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return SDL_TRUE;
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#elif defined(__LINUX__)
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/* Properly configured OpenGL drivers are faster than MIT-SHM */
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#if SDL_VIDEO_OPENGL
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/* Ugh, find a way to cache this value! */
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static SDL_bool
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HasAcceleratedOpenGL()
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{
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SDL_Window *window;
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SDL_GLContext context;
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@ -247,6 +203,50 @@ ShouldUseTextureFramebuffer()
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}
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return hasAcceleratedOpenGL;
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}
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#endif /* SDL_VIDEO_OPENGL */
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static SDL_bool
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ShouldUseTextureFramebuffer()
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{
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const char *hint;
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/* If there's no native framebuffer support then there's no option */
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if (!_this->CreateWindowFramebuffer) {
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return SDL_TRUE;
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}
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/* If this is the dummy driver there is no texture support */
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if (_this->is_dummy) {
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return SDL_FALSE;
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}
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/* See if the user or application wants a specific behavior */
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hint = SDL_GetHint(SDL_HINT_FRAMEBUFFER_ACCELERATION);
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if (hint) {
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if (*hint == '0' || SDL_strcasecmp(hint, "false") == 0) {
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return SDL_FALSE;
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} else {
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return SDL_TRUE;
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}
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}
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/* Each platform has different performance characteristics */
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#if defined(__WIN32__)
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/* GDI BitBlt() is way faster than Direct3D dynamic textures right now.
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*/
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return SDL_FALSE;
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#elif defined(__MACOSX__)
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/* Mac OS X uses OpenGL as the native fast path (for cocoa and X11) */
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return SDL_TRUE;
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#elif defined(__LINUX__)
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/* Properly configured OpenGL drivers are faster than MIT-SHM */
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#if SDL_VIDEO_OPENGL
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{
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static SDL_bool hasAcceleratedOpenGL = HasAcceleratedOpenGL();
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return hasAcceleratedOpenGL;
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}
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#elif SDL_VIDEO_OPENGL_ES || SDL_VIDEO_OPENGL_ES2
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/* Let's be optimistic about this! */
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return SDL_TRUE;
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