Windows: fix colors. use fallback if hardware render mode doesn't work.
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defe46e37e
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@ -58,12 +58,21 @@ ID2D1HwndRenderTarget *makeHWNDRenderTarget(HWND hwnd)
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// according to Rick Brewster, some drivers will misbehave if we don't specify this (see http://stackoverflow.com/a/33222983/3408572)
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hprops.presentOptions = D2D1_PRESENT_OPTIONS_RETAIN_CONTENTS;
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hr = d2dfactory->CreateHwndRenderTarget(
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&props,
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&hprops,
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&rt);
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if (hr != S_OK)
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{
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props.type = D2D1_RENDER_TARGET_TYPE_DEFAULT;
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hr = d2dfactory->CreateHwndRenderTarget(
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&props,
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&hprops,
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&rt);
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if (hr != S_OK)
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logHRESULT(L"error creating HWND render target", hr);
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}
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return rt;
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}
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@ -523,9 +532,7 @@ uiDrawBitmap* uiDrawNewBitmap(uiDrawContext* c, int width, int height)
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D2D1_BITMAP_PROPERTIES bp2 = D2D1::BitmapProperties();
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bp2.dpiX = 0;
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bp2.dpiY = 0;
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bp2.pixelFormat = D2D1::PixelFormat(DXGI_FORMAT_R8G8B8A8_UNORM, D2D1_ALPHA_MODE_IGNORE);
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//bp2.pixelFormat = D2D1::PixelFormat(DXGI_FORMAT_B8G8R8A8_UNORM, D2D1_ALPHA_MODE_IGNORE);
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// TODO: fallback: convert to BGRA if needed (RGBA only works in hardware mode)
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bp2.pixelFormat = D2D1::PixelFormat(DXGI_FORMAT_B8G8R8A8_UNORM, D2D1_ALPHA_MODE_IGNORE);
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c->rt->BeginDraw();
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@ -38,6 +38,7 @@ uiArea* MainDrawArea;
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SDL_Thread* EmuThread;
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int EmuRunning;
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bool ScreenDrawInited = false;
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SDL_mutex* ScreenMutex;
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uiDrawBitmap* ScreenBitmap = NULL;
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@ -53,6 +54,7 @@ int EmuThreadFunc(void* burp)
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{
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NDS::Init();
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ScreenDrawInited = false;
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Touching = false;
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// DS:
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@ -160,8 +162,13 @@ int EmuThreadFunc(void* burp)
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void OnAreaDraw(uiAreaHandler* handler, uiArea* area, uiAreaDrawParams* params)
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{
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if (!ScreenBitmap)
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if (!ScreenDrawInited)
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{
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ScreenBitmap = uiDrawNewBitmap(params->Context, 256, 384);
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ScreenDrawInited = true;
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}
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if (!ScreenBitmap) return;
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uiRect dorp = {0, 0, 256, 384};
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@ -280,7 +287,7 @@ int main(int argc, char** argv)
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return 1;
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}
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ScreenMutex = SDL_CreateMutex();
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//ScreenMutex = SDL_CreateMutex();
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uiInitOptions ui_opt;
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memset(&ui_opt, 0, sizeof(uiInitOptions));
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@ -327,8 +334,8 @@ int main(int argc, char** argv)
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EmuRunning = 0;
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SDL_WaitThread(EmuThread, NULL);
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SDL_DestroyMutex(ScreenMutex);
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uiDrawFreeBitmap(ScreenBitmap);
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//SDL_DestroyMutex(ScreenMutex);
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if (ScreenBitmap) uiDrawFreeBitmap(ScreenBitmap);
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uiUninit();
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SDL_Quit();
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