Added comment about window creation behaviour in KMSDRM.

This commit is contained in:
Manuel Alfayate Corchete 2020-07-19 19:53:57 +02:00
parent 2f660c4fdd
commit 75fe4b14e3

View File

@ -797,6 +797,35 @@ KMSDRM_CreateWindow(_THIS, SDL_Window * window)
windata->crtc_setup_pending = SDL_FALSE;
windata->egl_surface_dirty = SDL_FALSE;
/* First remember that certain functions in SDL_Video.c will call *_SetDisplayMode when the
SDL_WINDOW_FULLSCREEN is set and SDL_WINDOW_FULLSCREEN_DESKTOP is not set.
So I am determining here that the behavior when creating an SDL_Window() in KMSDRM, is:
-Creating a normal non-fullscreen window won't change the display mode.
They won't cover the full screen area, either, because that breaks the image aspect ratio.
-Creating a SDL_WINDOW_FULLSCREEN window will change the display mode,
because SDL_WINDOW_FULLSCREEN flag is set.
-Creating a SDL_WINDOW_FULLSCREEN_DESKTOP window will not change the display mode,
because even if the SDL_WINDOW_FULLSCREEN flag is set, SDL_WINDOW_FULLSCREEN_DESKTOP prevents it.
If we ever decide that we want to have normal windows (non-SDL_WINDOW_FULLSCREEN) should cause a display
mode change, we could force the SDL_WINDOW_FULLSCREEN flag again on every window.
But remember that it will break games that check if a window is FULLSCREEN or not before setting
a fullscreen mode with SDL_SetWindowFullscreen(), like sm64ex (sm64 pc port).
If we ever decide that we want normal windows to cover the whole screen area, we can force window->w
and window->h to the original display mode dimensions.
Commented reference code for all this:
window->flags |= (SDL_WINDOW_FULLSCREEN | SDL_WINDOW_OPENGL);
SDL_VideoDisplay *display = SDL_GetDisplayForWindow(window);
window->w = display->desktop_mode.w;
window->h = display->desktop_mode.h; */
/* In case low-latency is wanted, double-buffered video will be used. We take note here */
if (SDL_GetHintBoolean(SDL_HINT_VIDEO_DOUBLE_BUFFER, SDL_FALSE)) {
windata->double_buffer = SDL_TRUE;