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Work around SDL2 bug where VSync hint only applies on renderer creation
Ugh, this is terrible and stupid and I hate myself for it. Anyway, since the SDL2 VSync hint only applies when the renderer is created, we have to re-create the renderer whenever VSync is toggled. However, this also means we need to re-create m_screenTexture as well, AND call ResizeScreen() after that or else the letterbox/integer modes won't be applied. Unfortunately, this means that in main(), gameScreen.init() will create a renderer only to be destroyed later by graphics.processVsync(). There's not much we can do about this. Fixing this would require putting graphics.processVsync() before gameScreen.init(). However, in order to know whether the user has VSync set, we would have to call game.loadstats() first, but wait, we can't, because game.loadstats() mutates gameScreen! Gahhhhhh!!!! @leo60228 suggested to fix that problem ( https://github.com/TerryCavanagh/VVVVVV/pull/220#issuecomment-624217939 ) by adding NULL checks to game.loadstats() and then calling it twice, but then you're trading wastefully creating a renderer only to be destroyed, for wastefully opening and parsing unlock.vvv twice instead of once. In either case, you're doing something twice and wasting work.
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@@ -34,6 +34,7 @@ void Screen::init()
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// Uncomment this next line when you need to debug -flibit
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// SDL_SetHintWithPriority(SDL_HINT_RENDER_DRIVER, "software", SDL_HINT_OVERRIDE);
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// FIXME: m_renderer is also created in Graphics::processVsync()!
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SDL_CreateWindowAndRenderer(
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640,
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480,
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@@ -76,6 +77,7 @@ void Screen::init()
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0x000000FF,
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0xFF000000
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);
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// ALSO FIXME: This SDL_CreateTexture() is duplicated in Graphics::processVsync()!
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m_screenTexture = SDL_CreateTexture(
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m_renderer,
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SDL_PIXELFORMAT_ARGB8888,
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