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egl: favor truecolor configurations.
If app requested <= 16 color depth and there is a 24-bit config available, favor that. This fixes things that quietly expect to get truecolor output but don't request it (...like SDL's render api...) and things that are probably requesting 16-bit color as a fallback but expecting reasonable systems to give them full depth. Specifically, this fixes Life is Strange on Wayland, which uses the latter approach, and anything using SDL_Render on Wayland, which uses the former. Fixes #4056. Fixes #4132.
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@ -700,7 +700,8 @@ SDL_EGL_ChooseConfig(_THIS)
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/* 128 seems even nicer here */
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EGLConfig configs[128];
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SDL_bool has_matching_format = SDL_FALSE;
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int i, j, best_bitdiff = -1, bitdiff;
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int i, j, best_bitdiff = -1, best_truecolor_bitdiff = -1;
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int truecolor_config_idx = -1;
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if (!_this->egl_data) {
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/* The EGL library wasn't loaded, SDL_GetError() should have info */
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@ -804,17 +805,30 @@ SDL_EGL_ChooseConfig(_THIS)
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/* From those, we select the one that matches our requirements more closely via a makeshift algorithm */
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for (i = 0; i < found_configs; i++ ) {
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if (has_matching_format && _this->egl_data->egl_required_visual_id)
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{
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SDL_bool is_truecolor = SDL_FALSE;
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int bitdiff = 0;
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if (has_matching_format && _this->egl_data->egl_required_visual_id) {
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EGLint format;
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_this->egl_data->eglGetConfigAttrib(_this->egl_data->egl_display,
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configs[i],
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EGL_NATIVE_VISUAL_ID, &format);
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if (_this->egl_data->egl_required_visual_id != format)
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if (_this->egl_data->egl_required_visual_id != format) {
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continue;
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}
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}
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_this->egl_data->eglGetConfigAttrib(_this->egl_data->egl_display, configs[i], EGL_RED_SIZE, &value);
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if (value == 8) {
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_this->egl_data->eglGetConfigAttrib(_this->egl_data->egl_display, configs[i], EGL_GREEN_SIZE, &value);
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if (value == 8) {
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_this->egl_data->eglGetConfigAttrib(_this->egl_data->egl_display, configs[i], EGL_BLUE_SIZE, &value);
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if (value == 8) {
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is_truecolor = SDL_TRUE;
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}
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}
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}
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bitdiff = 0;
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for (j = 0; j < SDL_arraysize(attribs) - 1; j += 2) {
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if (attribs[j] == EGL_NONE) {
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break;
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@ -832,17 +846,38 @@ SDL_EGL_ChooseConfig(_THIS)
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}
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}
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if (bitdiff < best_bitdiff || best_bitdiff == -1) {
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if ((bitdiff < best_bitdiff) || (best_bitdiff == -1)) {
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_this->egl_data->egl_config = configs[i];
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best_bitdiff = bitdiff;
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}
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if (bitdiff == 0) {
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break; /* we found an exact match! */
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if (is_truecolor && ((bitdiff < best_truecolor_bitdiff) || (best_truecolor_bitdiff == -1))) {
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truecolor_config_idx = i;
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best_truecolor_bitdiff = bitdiff;
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}
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}
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#define FAVOR_TRUECOLOR 1
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#if FAVOR_TRUECOLOR
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/* Some apps request a low color depth, either because they _assume_
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they'll get a larger one but don't want to fail if only smaller ones
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are available, or they just never called SDL_GL_SetAttribute at all and
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got a tiny default. For these cases, a game that would otherwise run
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at 24-bit color might get dithered down to something smaller, which is
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worth avoiding. If the app requested <= 16 bit color and an exact 24-bit
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match is available, favor that. Otherwise, we look for the closest
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match. Note that while the API promises what you request _or better_,
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it's feasible this can be disastrous for performance for custom software
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on small hardware that all expected to actually get 16-bit color. In this
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case, turn off FAVOR_TRUECOLOR (and maybe send a patch to make this more
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flexible). */
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if ( ((_this->gl_config.red_size + _this->gl_config.blue_size + _this->gl_config.green_size) <= 16) ) {
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if (truecolor_config_idx != -1) {
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_this->egl_data->egl_config = configs[truecolor_config_idx];
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}
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}
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#endif
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#ifdef DUMP_EGL_CONFIG
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dumpconfig(_this, _this->egl_data->egl_config);
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#endif
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