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Fixed bug 4134 - Render targets lose scale quality after minimizing a fullscreen window
Olli-Samuli Lehmus If one creates a window with the SDL_WINDOW_FULLSCREEN_DESKTOP flag, and creates a render target with SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "linear"), and afterwards sets SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "nearest"), after minimizing the window, the scale quality hint is lost on the render target. Textures however do keep their interpolation modes.
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10 changed files with 32 additions and 92 deletions
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@ -703,18 +703,6 @@ convert_format(GL_RenderData *renderdata, Uint32 pixel_format,
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return SDL_TRUE;
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}
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static GLenum
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GetScaleQuality(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 || *hint == '0' || SDL_strcasecmp(hint, "nearest") == 0) {
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return GL_NEAREST;
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} else {
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return GL_LINEAR;
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}
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}
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static int
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GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
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{
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@ -803,7 +791,7 @@ GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
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data->format = format;
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data->formattype = type;
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scaleMode = GetScaleQuality();
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scaleMode = (texture->scaleMode == SDL_ScaleModeNearest) ? GL_NEAREST : GL_LINEAR;
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renderdata->glEnable(data->type);
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renderdata->glBindTexture(data->type, data->texture);
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renderdata->glTexParameteri(data->type, GL_TEXTURE_MIN_FILTER, scaleMode);
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