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Removed SDL_HINT_RENDER_SCALE_QUALITY
Textures now default to linear filtering, use SDL_SetTextureScaleMode(texture, SDL_SCALEMODE_NEAREST) if you want nearest pixel mode instead.
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20051f805f
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6 changed files with 5 additions and 33 deletions
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@ -705,12 +705,13 @@ Calling SDL_GetHint() with the name of the hint being changed from within a hint
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The following hints have been removed:
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The following hints have been removed:
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* SDL_HINT_ACCELEROMETER_AS_JOYSTICK
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* SDL_HINT_ACCELEROMETER_AS_JOYSTICK
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* SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS - gamepad buttons are always positional
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* SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS - gamepad buttons are always positional
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* SDL_HINT_IDLE_TIMER_DISABLED - use SDL_DisableScreenSaver instead
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* SDL_HINT_IDLE_TIMER_DISABLED - use SDL_DisableScreenSaver() instead
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* SDL_HINT_IME_SUPPORT_EXTENDED_TEXT - the normal text editing event has extended text
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* SDL_HINT_IME_SUPPORT_EXTENDED_TEXT - the normal text editing event has extended text
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* SDL_HINT_MOUSE_RELATIVE_SCALING - mouse coordinates are no longer automatically scaled by the SDL renderer
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* SDL_HINT_MOUSE_RELATIVE_SCALING - mouse coordinates are no longer automatically scaled by the SDL renderer
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* SDL_HINT_RENDER_BATCHING - Render batching is always enabled, apps should call SDL_FlushRenderer() before calling into a lower-level graphics API.
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* SDL_HINT_RENDER_BATCHING - Render batching is always enabled, apps should call SDL_FlushRenderer() before calling into a lower-level graphics API.
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* SDL_HINT_RENDER_LOGICAL_SIZE_MODE - the logical size mode is explicitly set with SDL_SetRenderLogicalPresentation()
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* SDL_HINT_RENDER_LOGICAL_SIZE_MODE - the logical size mode is explicitly set with SDL_SetRenderLogicalPresentation()
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* SDL_HINT_RENDER_OPENGL_SHADERS - shaders are always used if they are available
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* SDL_HINT_RENDER_OPENGL_SHADERS - shaders are always used if they are available
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* SDL_HINT_RENDER_SCALE_QUALITY - textures now default to linear filtering, use SDL_SetTextureScaleMode(texture, SDL_SCALEMODE_NEAREST) if you want nearest pixel mode instead
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* SDL_HINT_THREAD_STACK_SIZE - the stack size can be specified using SDL_CreateThreadWithStackSize()
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* SDL_HINT_THREAD_STACK_SIZE - the stack size can be specified using SDL_CreateThreadWithStackSize()
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* SDL_HINT_VIDEO_FOREIGN_WINDOW_OPENGL - replaced with the "opengl" property in SDL_CreateWindowWithProperties()
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* SDL_HINT_VIDEO_FOREIGN_WINDOW_OPENGL - replaced with the "opengl" property in SDL_CreateWindowWithProperties()
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* SDL_HINT_VIDEO_FOREIGN_WINDOW_VULKAN - replaced with the "vulkan" property in SDL_CreateWindowWithProperties()
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* SDL_HINT_VIDEO_FOREIGN_WINDOW_VULKAN - replaced with the "vulkan" property in SDL_CreateWindowWithProperties()
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@ -1776,18 +1776,6 @@ extern "C" {
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*/
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*/
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#define SDL_HINT_RENDER_PS2_DYNAMIC_VSYNC "SDL_RENDER_PS2_DYNAMIC_VSYNC"
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#define SDL_HINT_RENDER_PS2_DYNAMIC_VSYNC "SDL_RENDER_PS2_DYNAMIC_VSYNC"
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/**
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* A variable controlling texture scaling quality.
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*
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* The variable can be set to the following values:
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* "0" or "nearest" - Nearest pixel sampling. (default)
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* "1" or "linear" - Linear filtering. (supported by OpenGL and Direct3D)
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* "2" or "best" - Currently this is the same as "linear".
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*
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* This hint should be set before creating a texture.
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*/
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#define SDL_HINT_RENDER_SCALE_QUALITY "SDL_RENDER_SCALE_QUALITY"
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/**
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/**
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* A variable controlling whether updates to the SDL screen surface should be synchronized with the vertical refresh, to avoid tearing.
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* A variable controlling whether updates to the SDL screen surface should be synchronized with the vertical refresh, to avoid tearing.
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*
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*
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@ -913,6 +913,8 @@ extern DECLSPEC int SDLCALL SDL_GetTextureBlendMode(SDL_Texture *texture, SDL_Bl
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/**
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/**
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* Set the scale mode used for texture scale operations.
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* Set the scale mode used for texture scale operations.
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*
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*
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* The default texture scale mode is SDL_SCALEMODE_LINEAR.
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*
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* If the scale mode is not supported, the closest supported mode is chosen.
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* If the scale mode is not supported, the closest supported mode is chosen.
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*
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*
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* \param texture The texture to update.
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* \param texture The texture to update.
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@ -1206,21 +1206,6 @@ static Uint32 GetClosestSupportedFormat(SDL_Renderer *renderer, Uint32 format)
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return renderer->info.texture_formats[0];
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return renderer->info.texture_formats[0];
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}
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}
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static SDL_ScaleMode SDL_GetScaleMode(void)
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{
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const char *hint = SDL_GetHint(SDL_HINT_RENDER_SCALE_QUALITY);
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if (!hint || SDL_strcasecmp(hint, "nearest") == 0) {
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return SDL_SCALEMODE_NEAREST;
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} else if (SDL_strcasecmp(hint, "linear") == 0) {
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return SDL_SCALEMODE_LINEAR;
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} else if (SDL_strcasecmp(hint, "best") == 0) {
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return SDL_SCALEMODE_BEST;
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} else {
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return (SDL_ScaleMode)SDL_atoi(hint);
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}
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}
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SDL_Texture *SDL_CreateTextureWithProperties(SDL_Renderer *renderer, SDL_PropertiesID props)
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SDL_Texture *SDL_CreateTextureWithProperties(SDL_Renderer *renderer, SDL_PropertiesID props)
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{
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{
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SDL_Texture *texture;
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SDL_Texture *texture;
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@ -1272,7 +1257,7 @@ SDL_Texture *SDL_CreateTextureWithProperties(SDL_Renderer *renderer, SDL_Propert
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texture->color.g = 1.0f;
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texture->color.g = 1.0f;
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texture->color.b = 1.0f;
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texture->color.b = 1.0f;
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texture->color.a = 1.0f;
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texture->color.a = 1.0f;
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texture->scaleMode = SDL_GetScaleMode();
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texture->scaleMode = SDL_SCALEMODE_LINEAR;
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texture->view.pixel_w = w;
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texture->view.pixel_w = w;
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texture->view.pixel_h = h;
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texture->view.pixel_h = h;
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texture->view.viewport.w = -1;
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texture->view.viewport.w = -1;
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@ -16,7 +16,6 @@ static const char *HintsEnum[] = {
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SDL_HINT_ORIENTATIONS,
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SDL_HINT_ORIENTATIONS,
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SDL_HINT_RENDER_DIRECT3D_THREADSAFE,
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SDL_HINT_RENDER_DIRECT3D_THREADSAFE,
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SDL_HINT_RENDER_DRIVER,
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SDL_HINT_RENDER_DRIVER,
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SDL_HINT_RENDER_SCALE_QUALITY,
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SDL_HINT_RENDER_VSYNC,
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SDL_HINT_RENDER_VSYNC,
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SDL_HINT_TIMER_RESOLUTION,
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SDL_HINT_TIMER_RESOLUTION,
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SDL_HINT_VIDEO_ALLOW_SCREENSAVER,
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SDL_HINT_VIDEO_ALLOW_SCREENSAVER,
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@ -36,7 +35,6 @@ static const char *HintsVerbose[] = {
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"SDL_ORIENTATIONS",
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"SDL_ORIENTATIONS",
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"SDL_RENDER_DIRECT3D_THREADSAFE",
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"SDL_RENDER_DIRECT3D_THREADSAFE",
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"SDL_RENDER_DRIVER",
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"SDL_RENDER_DRIVER",
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"SDL_RENDER_SCALE_QUALITY",
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"SDL_RENDER_VSYNC",
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"SDL_RENDER_VSYNC",
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"SDL_TIMER_RESOLUTION",
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"SDL_TIMER_RESOLUTION",
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"SDL_VIDEO_ALLOW_SCREENSAVER",
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"SDL_VIDEO_ALLOW_SCREENSAVER",
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@ -509,8 +509,6 @@ int main(int argc, char *argv[])
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return 1;
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return 1;
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}
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}
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SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "2");
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state->window_title = "Pressure-Sensitive Pen Test";
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state->window_title = "Pressure-Sensitive Pen Test";
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state->window_w = WIDTH;
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state->window_w = WIDTH;
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state->window_h = HEIGHT;
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state->window_h = HEIGHT;
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