Add `SDL_RenderSetVSync()`
Currently, if an application wants to toggle VSync, they'd have to tear down the renderer and recreate it. This patch fixes that by letting applications call SDL_RenderSetVSync(). This is the same as the patch in #3673, except it applies to all renderers (including PSP, even thought it seems that the VSync flag is disabled for that renderer). Furthermore, the renderer flags also change as well, which #3673 didn't do. It is also an API instead of using hint callbacks (which could be potentially dangerous). Closes #3673.main
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b2504b5da6
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4549769d7d
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@ -1694,6 +1694,15 @@ extern DECLSPEC void *SDLCALL SDL_RenderGetMetalLayer(SDL_Renderer * renderer);
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*/
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extern DECLSPEC void *SDLCALL SDL_RenderGetMetalCommandEncoder(SDL_Renderer * renderer);
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/**
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* Toggle VSync of the given renderer.
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*
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* \param renderer The renderer to toggle
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* \param vsync Non-zero for on, zero for off
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* \returns a 0 int on success, or non-zero on failure
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*/
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extern DECLSPEC int SDLCALL SDL_RenderSetVSync(SDL_Renderer* renderer, int vsync);
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/* Ends C function definitions when using C++ */
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#ifdef __cplusplus
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}
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@ -819,3 +819,4 @@
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#define SDL_GetTextureUserData SDL_GetTextureUserData_REAL
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#define SDL_RenderGeometry SDL_RenderGeometry_REAL
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#define SDL_RenderGeometryRaw SDL_RenderGeometryRaw_REAL
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#define SDL_RenderSetVSync SDL_RenderSetVSync_REAL
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@ -884,3 +884,4 @@ SDL_DYNAPI_PROC(int,SDL_SetTextureUserData,(SDL_Texture *a, void *b),(a,b),retur
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SDL_DYNAPI_PROC(void*,SDL_GetTextureUserData,(SDL_Texture *a),(a),return)
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SDL_DYNAPI_PROC(int,SDL_RenderGeometry,(SDL_Renderer *a, SDL_Texture *b, const SDL_Vertex *c, int d, const int *e, int f),(a,b,c,d,e,f),return)
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SDL_DYNAPI_PROC(int,SDL_RenderGeometryRaw,(SDL_Renderer *a, SDL_Texture *b, const float *c, int d, const int *e, int f, const float *g, int h, int i, const void *j, int k, int l),(a,b,c,d,e,f,g,h,i,j,k,l),return)
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SDL_DYNAPI_PROC(int,SDL_RenderSetVSync,(SDL_Renderer *a, int b),(a,b),return)
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@ -4124,4 +4124,15 @@ SDL_GetBlendModeAlphaOperation(SDL_BlendMode blendMode)
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return (SDL_BlendOperation)(((Uint32)blendMode >> 16) & 0xF);
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}
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int
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SDL_RenderSetVSync(SDL_Renderer * renderer, int vsync)
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{
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CHECK_RENDERER_MAGIC(renderer, -1);
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if (renderer->SetVSync) {
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return renderer->SetVSync(renderer, vsync);
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}
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return SDL_Unsupported();
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}
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/* vi: set ts=4 sw=4 expandtab: */
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@ -163,6 +163,8 @@ struct SDL_Renderer
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void (*DestroyRenderer) (SDL_Renderer * renderer);
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int (*SetVSync) (SDL_Renderer * renderer, int vsync);
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int (*GL_BindTexture) (SDL_Renderer * renderer, SDL_Texture *texture, float *texw, float *texh);
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int (*GL_UnbindTexture) (SDL_Renderer * renderer, SDL_Texture *texture);
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@ -1743,6 +1743,24 @@ D3D_Reset(SDL_Renderer * renderer)
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return 0;
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}
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static int
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D3D_SetVSync(SDL_Renderer * renderer, const int vsync)
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{
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D3D_RenderData *data = renderer->driverdata;
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if (vsync) {
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data->pparams.PresentationInterval = D3DPRESENT_INTERVAL_ONE;
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renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
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} else {
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data->pparams.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
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renderer->info.flags &= ~SDL_RENDERER_PRESENTVSYNC;
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}
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if (D3D_Reset(renderer) < 0) {
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/* D3D_Reset will call SDL_SetError() */
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return -1;
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}
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return 0;
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}
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SDL_Renderer *
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D3D_CreateRenderer(SDL_Window * window, Uint32 flags)
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{
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@ -1805,6 +1823,7 @@ D3D_CreateRenderer(SDL_Window * window, Uint32 flags)
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renderer->RenderPresent = D3D_RenderPresent;
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renderer->DestroyTexture = D3D_DestroyTexture;
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renderer->DestroyRenderer = D3D_DestroyRenderer;
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renderer->SetVSync = D3D_SetVSync;
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renderer->info = D3D_RenderDriver.info;
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renderer->info.flags = (SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE);
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renderer->driverdata = data;
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@ -2598,6 +2598,21 @@ D3D11_RenderPresent(SDL_Renderer * renderer)
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}
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}
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#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
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/* no-op. */
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#else
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static int
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D3D11_SetVSync(SDL_Renderer * renderer, const int vsync)
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{
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if (vsync) {
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renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
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} else {
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renderer->info.flags &= ~SDL_RENDERER_PRESENTVSYNC;
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}
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return 0;
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}
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#endif
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SDL_Renderer *
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D3D11_CreateRenderer(SDL_Window * window, Uint32 flags)
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{
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@ -2666,6 +2681,7 @@ D3D11_CreateRenderer(SDL_Window * window, Uint32 flags)
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if ((flags & SDL_RENDERER_PRESENTVSYNC)) {
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renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
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}
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renderer->SetVSync = D3D11_SetVSync;
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#endif
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/* HACK: make sure the SDL_Renderer references the SDL_Window data now, in
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@ -1760,6 +1760,26 @@ METAL_GetMetalCommandEncoder(SDL_Renderer * renderer)
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return (__bridge void*)data.mtlcmdencoder;
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}}
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static int
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METAL_SetVSync(SDL_Renderer * renderer, const int vsync)
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{
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#if (defined(__MACOSX__) && defined(MAC_OS_X_VERSION_10_13)) || TARGET_OS_MACCATALYST
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if (@available(macOS 10.13, *)) {
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METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
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if (vsync) {
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data.mtllayer.displaySyncEnabled = YES;
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renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
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} else {
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data.mtllayer.displaySyncEnabled = NO;
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renderer->info.flags &= ~SDL_RENDERER_PRESENTVSYNC;
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}
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return 0;
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}
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#endif
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return SDL_SetError("This Apple OS does not support displaySyncEnabled!");
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}
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static SDL_Renderer *
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METAL_CreateRenderer(SDL_Window * window, Uint32 flags)
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{ @autoreleasepool {
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@ -2010,6 +2030,7 @@ METAL_CreateRenderer(SDL_Window * window, Uint32 flags)
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renderer->RenderPresent = METAL_RenderPresent;
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renderer->DestroyTexture = METAL_DestroyTexture;
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renderer->DestroyRenderer = METAL_DestroyRenderer;
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renderer->SetVSync = METAL_SetVSync;
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renderer->GetMetalLayer = METAL_GetMetalLayer;
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renderer->GetMetalCommandEncoder = METAL_GetMetalCommandEncoder;
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@ -1716,6 +1716,26 @@ GL_UnbindTexture (SDL_Renderer * renderer, SDL_Texture *texture)
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return 0;
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}
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static int
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GL_SetVSync(SDL_Renderer * renderer, const int vsync)
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{
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int retval;
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if (vsync) {
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retval = SDL_GL_SetSwapInterval(1);
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} else {
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retval = SDL_GL_SetSwapInterval(0);
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}
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if (retval != 0) {
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return retval;
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}
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if (SDL_GL_GetSwapInterval() > 0) {
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renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
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} else {
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renderer->info.flags &= ~SDL_RENDERER_PRESENTVSYNC;
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}
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return retval;
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}
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static SDL_Renderer *
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GL_CreateRenderer(SDL_Window * window, Uint32 flags)
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@ -1785,6 +1805,7 @@ GL_CreateRenderer(SDL_Window * window, Uint32 flags)
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renderer->RenderPresent = GL_RenderPresent;
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renderer->DestroyTexture = GL_DestroyTexture;
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renderer->DestroyRenderer = GL_DestroyRenderer;
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renderer->SetVSync = GL_SetVSync;
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renderer->GL_BindTexture = GL_BindTexture;
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renderer->GL_UnbindTexture = GL_UnbindTexture;
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renderer->info = GL_RenderDriver.info;
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@ -1229,6 +1229,27 @@ static int GLES_UnbindTexture (SDL_Renderer * renderer, SDL_Texture *texture)
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return 0;
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}
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static int
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GLES_SetVSync(SDL_Renderer * renderer, const int vsync)
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{
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int retval;
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if (vsync) {
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retval = SDL_GL_SetSwapInterval(1);
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} else {
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retval = SDL_GL_SetSwapInterval(0);
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}
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if (retval != 0) {
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return retval;
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}
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if (SDL_GL_GetSwapInterval() > 0) {
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renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
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} else {
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renderer->info.flags &= ~SDL_RENDERER_PRESENTVSYNC;
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}
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return retval;
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}
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static SDL_Renderer *
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GLES_CreateRenderer(SDL_Window * window, Uint32 flags)
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{
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@ -1294,6 +1315,7 @@ GLES_CreateRenderer(SDL_Window * window, Uint32 flags)
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renderer->RenderPresent = GLES_RenderPresent;
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renderer->DestroyTexture = GLES_DestroyTexture;
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renderer->DestroyRenderer = GLES_DestroyRenderer;
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renderer->SetVSync = GLES_SetVSync;
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renderer->GL_BindTexture = GLES_BindTexture;
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renderer->GL_UnbindTexture = GLES_UnbindTexture;
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renderer->info = GLES_RenderDriver.info;
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@ -2012,6 +2012,26 @@ GLES2_RenderPresent(SDL_Renderer *renderer)
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SDL_GL_SwapWindow(renderer->window);
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}
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static int
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GLES2_SetVSync(SDL_Renderer * renderer, const int vsync)
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{
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int retval;
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if (vsync) {
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retval = SDL_GL_SetSwapInterval(1);
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} else {
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retval = SDL_GL_SetSwapInterval(0);
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}
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if (retval != 0) {
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return retval;
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}
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if (SDL_GL_GetSwapInterval() > 0) {
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renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
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} else {
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renderer->info.flags &= ~SDL_RENDERER_PRESENTVSYNC;
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}
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return retval;
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}
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/*************************************************************************************************
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* Bind/unbinding of textures
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renderer->RenderPresent = GLES2_RenderPresent;
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renderer->DestroyTexture = GLES2_DestroyTexture;
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renderer->DestroyRenderer = GLES2_DestroyRenderer;
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renderer->SetVSync = GLES2_SetVSync;
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renderer->GL_BindTexture = GLES2_BindTexture;
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renderer->GL_UnbindTexture = GLES2_UnbindTexture;
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@ -921,6 +921,14 @@ PSP_DestroyRenderer(SDL_Renderer * renderer)
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SDL_free(renderer);
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}
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static int
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PSP_SetVSync(SDL_Renderer * renderer, const int vsync)
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{
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PSP_RenderData *data = renderer->driverdata;
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data->vsync = vsync;
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return 0;
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}
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SDL_Renderer *
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PSP_CreateRenderer(SDL_Window * window, Uint32 flags)
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{
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renderer->RenderPresent = PSP_RenderPresent;
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renderer->DestroyTexture = PSP_DestroyTexture;
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renderer->DestroyRenderer = PSP_DestroyRenderer;
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renderer->SetVSync = PSP_SetVSync;
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renderer->info = PSP_RenderDriver.info;
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renderer->info.flags = (SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE);
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renderer->driverdata = data;
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@ -201,6 +201,20 @@ StartDrawing(SDL_Renderer *renderer)
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data->drawing = SDL_TRUE;
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}
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static int
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VITA_GXM_SetVSync(SDL_Renderer * renderer, const int vsync)
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{
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VITA_GXM_RenderData *data = renderer->driverdata;
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if (vsync) {
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data->displayData.wait_vblank = SDL_TRUE;
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renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
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} else {
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data->displayData.wait_vblank = SDL_FALSE;
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renderer->info.flags &= ~SDL_RENDERER_PRESENTVSYNC;
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}
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return 0;
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}
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SDL_Renderer *
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VITA_GXM_CreateRenderer(SDL_Window *window, Uint32 flags)
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{
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renderer->RenderPresent = VITA_GXM_RenderPresent;
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renderer->DestroyTexture = VITA_GXM_DestroyTexture;
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renderer->DestroyRenderer = VITA_GXM_DestroyRenderer;
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renderer->SetVSync = VITA_GXM_SetVSync;
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renderer->info = VITA_GXM_RenderDriver.info;
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renderer->info.flags = (SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE);
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