parent
4223e6ac7a
commit
9e8d2f3948
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@ -56,6 +56,13 @@
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#include <emscripten.h>
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#include <emscripten.h>
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#endif
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#endif
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#ifdef __LINUX__
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#include <sys/types.h>
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#include <sys/stat.h>
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#include <unistd.h>
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#endif
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/* Available video drivers */
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/* Available video drivers */
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static VideoBootStrap *bootstrap[] = {
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static VideoBootStrap *bootstrap[] = {
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#if SDL_VIDEO_DRIVER_COCOA
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#if SDL_VIDEO_DRIVER_COCOA
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@ -2640,6 +2647,15 @@ SDL_CreateWindowFramebuffer(SDL_Window * window)
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attempt_texture_framebuffer = SDL_FALSE;
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attempt_texture_framebuffer = SDL_FALSE;
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}
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}
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#if defined(__LINUX__)
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/* On WSL, direct X11 is faster than using OpenGL for window framebuffers, so try to detect WSL and avoid texture framebuffer. */
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else if ((_this->CreateWindowFramebuffer != NULL) && (SDL_strcmp(_this->name, "x11") == 0)) {
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struct stat sb;
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if ((stat("/proc/sys/fs/binfmt_misc/WSLInterop", &sb) == 0) || (stat("/run/WSL", &sb) == 0)) { /* if either of these exist, we're on WSL. */
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attempt_texture_framebuffer = SDL_FALSE;
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}
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}
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#endif
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#if defined(__WIN32__) || defined(__WINGDK__) /* GDI BitBlt() is way faster than Direct3D dynamic textures right now. (!!! FIXME: is this still true?) */
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#if defined(__WIN32__) || defined(__WINGDK__) /* GDI BitBlt() is way faster than Direct3D dynamic textures right now. (!!! FIXME: is this still true?) */
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else if ((_this->CreateWindowFramebuffer != NULL) && (SDL_strcmp(_this->name, "windows") == 0)) {
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else if ((_this->CreateWindowFramebuffer != NULL) && (SDL_strcmp(_this->name, "windows") == 0)) {
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attempt_texture_framebuffer = SDL_FALSE;
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attempt_texture_framebuffer = SDL_FALSE;
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