diff options
Diffstat (limited to 'src/osd/sdl/window.c')
-rw-r--r-- | src/osd/sdl/window.c | 18 |
1 files changed, 7 insertions, 11 deletions
diff --git a/src/osd/sdl/window.c b/src/osd/sdl/window.c index dae4ef5dc18..71054ce32b3 100644 --- a/src/osd/sdl/window.c +++ b/src/osd/sdl/window.c @@ -1013,9 +1013,6 @@ void sdl_window_info::update() // if we're visible and running and not in the middle of a resize, draw if (m_target != NULL) { - - - int tempwidth, tempheight; // see if the games video mode has changed @@ -1044,7 +1041,6 @@ void sdl_window_info::update() if (osd_event_wait(m_rendered_event, event_wait_ticks)) { - // ensure the target bounds are up-to-date, and then get the primitives render_primitive_list &primlist = *m_renderer->get_primitives(); @@ -1150,11 +1146,11 @@ OSDWORK_CALLBACK( sdl_window_info::complete_create_wt ) SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 ); /* FIXME: A reminder that gamma is wrong throughout MAME. Currently, SDL2.0 doesn't seem to - * support the following attribute although my hardware lists GL_ARB_framebuffer_sRGB as an extension. - * - * SDL_GL_SetAttribute( SDL_GL_FRAMEBUFFER_SRGB_CAPABLE, 1 ); - * - */ + * support the following attribute although my hardware lists GL_ARB_framebuffer_sRGB as an extension. + * + * SDL_GL_SetAttribute( SDL_GL_FRAMEBUFFER_SRGB_CAPABLE, 1 ); + * + */ window->m_extra_flags = SDL_WINDOW_OPENGL; } else @@ -1173,7 +1169,7 @@ OSDWORK_CALLBACK( sdl_window_info::complete_create_wt ) window->monitor()->position_size().x, window->monitor()->position_size().y, tempwidth, tempheight, window->m_extra_flags); //window().sdl_window() = SDL_CreateWindow(window().m_title, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, - // width, height, m_extra_flags); + // width, height, m_extra_flags); if ( window->m_sdl_window == NULL ) { @@ -1235,7 +1231,7 @@ OSDWORK_CALLBACK( sdl_window_info::complete_create_wt ) #if (SDL_VERSION_ATLEAST(1,2,10)) && (!defined(SDLMAME_EMSCRIPTEN)) SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, video_config.waitvsync ? 1 : 0); #endif - // load_gl_lib(window->machine()); + // load_gl_lib(window->machine()); } // create the SDL surface (which creates the window in windowed mode) |