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[KMS/DRM] Add warning comentary to avoid future experiments with scaling.
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@ -995,6 +995,11 @@ KMSDRM_DestroyWindow(_THIS, SDL_Window *window)
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SDL_free(windata);
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}
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/**********************************************************************/
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/* We simply IGNORE if it's a fullscreen window, window->flags don't */
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/* reflect it: if it's fullscreen, KMSDRM_SetWindwoFullscreen() which */
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/* will be called by SDL later, and we can manage it there. */
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/**********************************************************************/
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int
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KMSDRM_CreateWindow(_THIS, SDL_Window * window)
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{
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@ -1069,15 +1074,17 @@ KMSDRM_CreateWindow(_THIS, SDL_Window * window)
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KMSDRM_InitCursor();
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}
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/**********************************************************************/
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/* We simply IGNORE if it's a fullscreen window, window->flags don't */
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/* reflect it: if it's fullscreen, KMSDRM_SetWindwoFullscreen() which */
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/* will be called by SDL later, and we can manage it there. */
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/**********************************************************************/
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/* Try to find a matching video mode for the window, fallback to the
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original mode if not available, and configure the mode we chose
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into the CRTC. */
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/* Try to find a matching video mode for the window, fallback to the
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original mode if not available, and configure the mode we chose
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into the CRTC.
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You may be tempted to not do a videomode change, remaining always on
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the original resolution, and use the SendWindowEvent() parameters to
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make SDL2 pre-scale the image for us to an AR-corrected size inside
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the original mode, but DON'T: vectorized games (GL games) are rendered
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with the size specified in SendWindowEvent(),instead of being rendered
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at the original size and then scaled.
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It makes sense because GL is used to render the scene in GL games,
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so the scene is rendered at the window size. */
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mode = KMSDRM_GetConnectorMode(dispdata->connector, window->w, window->h );
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if (mode) {
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