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Diffstat (limited to 'src/osd/sdl/window.c')
-rw-r--r--src/osd/sdl/window.c18
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)