[KMS/DRM] Add warning comentary to avoid future experiments with scaling.

This commit is contained in:
Manuel Alfayate Corchete 2021-01-12 20:15:37 +01:00
parent b99543b682
commit 9384e59561

View File

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