// copy global masked border to render target buffer, if defined
if (gfx.draw_global_border_function != NULL)
- gfx.draw_global_border_function(DRAW_BORDER_TO_SCREEN);
+ gfx.draw_global_border_function(DRAW_TO_SCREEN);
// copy global animations to render target buffer, if defined (above border)
if (gfx.draw_global_anim_function != NULL)
#if defined(TARGET_SDL2)
SDL_Texture *sdl_texture = sdl_texture_stream;
+ // deactivate use of target texture if render targets are not supported
+ if ((video.screen_rendering_mode == SPECIAL_RENDERING_TARGET ||
+ video.screen_rendering_mode == SPECIAL_RENDERING_DOUBLE) &&
+ sdl_texture_target == NULL)
+ video.screen_rendering_mode = SPECIAL_RENDERING_OFF;
+
if (video.screen_rendering_mode == SPECIAL_RENDERING_TARGET)
sdl_texture = sdl_texture_target;
{
video.window_scaling_percent = setup.window_scaling_percent;
video.window_scaling_quality = setup.window_scaling_quality;
- video.screen_rendering_mode =
- (strEqual(setup.screen_rendering_mode, STR_SPECIAL_RENDERING_BITMAP) ?
- SPECIAL_RENDERING_BITMAP :
- strEqual(setup.screen_rendering_mode, STR_SPECIAL_RENDERING_TARGET) ?
- SPECIAL_RENDERING_TARGET:
- strEqual(setup.screen_rendering_mode, STR_SPECIAL_RENDERING_DOUBLE) ?
- SPECIAL_RENDERING_DOUBLE : SPECIAL_RENDERING_OFF);
+
+ SDLSetScreenRenderingMode(setup.screen_rendering_mode);
#if defined(TARGET_SDL2)
// SDL 2.0: support for (desktop) fullscreen mode available
int surface_flags_fullscreen = SURFACE_FLAGS; // (no fullscreen in SDL 1.2)
#endif
+#if defined(TARGET_SDL2)
+#if 1
+ int renderer_flags = SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE;
+#else
+ /* If SDL_CreateRenderer() is called from within a VirtualBox Windows VM
+ _without_ enabling 2D/3D acceleration and/or guest additions installed,
+ it will crash if flags are *not* set to SDL_RENDERER_SOFTWARE (because
+ it will try to use accelerated graphics and apparently fails miserably) */
+ int renderer_flags = SDL_RENDERER_SOFTWARE;
+#endif
+#endif
+
int width = video.width;
int height = video.height;
int surface_flags = (fullscreen ? surface_flags_fullscreen :
if (sdl_window != NULL)
{
-#if 0
- /* if SDL_CreateRenderer() is called from within a VirtualBox Windows VM
- *without* enabling 2D/3D acceleration and/or guest additions installed,
- it will crash if flags are *not* set to SDL_RENDERER_SOFTWARE (because
- it will try to use accelerated graphics and apparently fails miserably) */
if (sdl_renderer == NULL)
- sdl_renderer = SDL_CreateRenderer(sdl_window, -1, SDL_RENDERER_SOFTWARE);
-#else
- if (sdl_renderer == NULL)
- sdl_renderer = SDL_CreateRenderer(sdl_window, -1, 0);
-#endif
+ sdl_renderer = SDL_CreateRenderer(sdl_window, -1, renderer_flags);
if (sdl_renderer != NULL)
{
SDL_TEXTUREACCESS_STREAMING,
width, height);
- sdl_texture_target = SDL_CreateTexture(sdl_renderer,
- SDL_PIXELFORMAT_ARGB8888,
- SDL_TEXTUREACCESS_TARGET,
- width, height);
+ if (SDL_RenderTargetSupported(sdl_renderer))
+ sdl_texture_target = SDL_CreateTexture(sdl_renderer,
+ SDL_PIXELFORMAT_ARGB8888,
+ SDL_TEXTUREACCESS_TARGET,
+ width, height);
- if (sdl_texture_stream != NULL &&
- sdl_texture_target != NULL)
+ if (sdl_texture_stream != NULL)
{
// use SDL default values for RGB masks and no alpha channel
new_surface = SDL_CreateRGBSurface(0, width, height, 32, 0,0,0, 0);
video.fullscreen_enabled = FALSE;
video.window_scaling_percent = setup.window_scaling_percent;
video.window_scaling_quality = setup.window_scaling_quality;
- video.screen_rendering_mode =
- (strEqual(setup.screen_rendering_mode, STR_SPECIAL_RENDERING_BITMAP) ?
- SPECIAL_RENDERING_BITMAP :
- strEqual(setup.screen_rendering_mode, STR_SPECIAL_RENDERING_TARGET) ?
- SPECIAL_RENDERING_TARGET:
- strEqual(setup.screen_rendering_mode, STR_SPECIAL_RENDERING_DOUBLE) ?
- SPECIAL_RENDERING_DOUBLE : SPECIAL_RENDERING_OFF);
+
+ SDLSetScreenRenderingMode(setup.screen_rendering_mode);
}
}
{
SDL_Texture *new_texture;
- if (sdl_texture_stream == NULL ||
- sdl_texture_target == NULL)
+ if (sdl_texture_stream == NULL)
return;
SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, window_scaling_quality);
sdl_texture_stream = new_texture;
}
- new_texture = SDL_CreateTexture(sdl_renderer,
- SDL_PIXELFORMAT_ARGB8888,
- SDL_TEXTUREACCESS_TARGET,
- video.width, video.height);
+ if (SDL_RenderTargetSupported(sdl_renderer))
+ new_texture = SDL_CreateTexture(sdl_renderer,
+ SDL_PIXELFORMAT_ARGB8888,
+ SDL_TEXTUREACCESS_TARGET,
+ video.width, video.height);
+ else
+ new_texture = NULL;
if (new_texture != NULL)
{
video.window_scaling_quality = window_scaling_quality;
}
-void SDLSetScreenRenderingMode(char *screen_rendering_mode)
-{
- video.screen_rendering_mode =
- (strEqual(screen_rendering_mode, STR_SPECIAL_RENDERING_BITMAP) ?
- SPECIAL_RENDERING_BITMAP :
- strEqual(screen_rendering_mode, STR_SPECIAL_RENDERING_TARGET) ?
- SPECIAL_RENDERING_TARGET:
- strEqual(screen_rendering_mode, STR_SPECIAL_RENDERING_DOUBLE) ?
- SPECIAL_RENDERING_DOUBLE : SPECIAL_RENDERING_OFF);
-}
-
void SDLSetWindowFullscreen(boolean fullscreen)
{
if (sdl_window == NULL)
video.fullscreen_initial = FALSE;
}
}
+#endif
+
+void SDLSetScreenRenderingMode(char *screen_rendering_mode)
+{
+#if defined(TARGET_SDL2)
+ video.screen_rendering_mode =
+ (strEqual(screen_rendering_mode, STR_SPECIAL_RENDERING_BITMAP) ?
+ SPECIAL_RENDERING_BITMAP :
+ strEqual(screen_rendering_mode, STR_SPECIAL_RENDERING_TARGET) ?
+ SPECIAL_RENDERING_TARGET:
+ strEqual(screen_rendering_mode, STR_SPECIAL_RENDERING_DOUBLE) ?
+ SPECIAL_RENDERING_DOUBLE : SPECIAL_RENDERING_OFF);
+#else
+ video.screen_rendering_mode = SPECIAL_RENDERING_BITMAP;
+#endif
+}
void SDLRedrawWindow()
{
UpdateScreen_WithoutFrameDelay(NULL);
}
-#endif
void SDLCreateBitmapContent(Bitmap *bitmap, int width, int height,
int depth)
SDL_BlitSurface(surface_cross, &src_rect, surface_source, &src_rect);
SDL_BlitSurface(surface_screen, &dst_rect, surface_target, &src_rect);
- draw_global_border_function(DRAW_BORDER_TO_FADE_SOURCE);
- draw_global_border_function(DRAW_BORDER_TO_FADE_TARGET);
+ draw_global_border_function(DRAW_TO_FADE_SOURCE);
+ draw_global_border_function(DRAW_TO_FADE_TARGET);
}
else if (fade_mode & FADE_TYPE_FADE_IN)
{
SDL_BlitSurface(surface_black, &src_rect, surface_source, &src_rect);
SDL_BlitSurface(surface_screen, &dst_rect, surface_target, &src_rect);
- draw_global_border_function(DRAW_BORDER_TO_FADE_TARGET);
+ draw_global_border_function(DRAW_TO_FADE_TARGET);
}
else /* FADE_TYPE_FADE_OUT */
{
SDL_BlitSurface(surface_screen, &dst_rect, surface_source, &src_rect);
SDL_BlitSurface(surface_black, &src_rect, surface_target, &src_rect);
- draw_global_border_function(DRAW_BORDER_TO_FADE_SOURCE);
+ draw_global_border_function(DRAW_TO_FADE_SOURCE);
}
time_current = SDL_GetTicks();