Windows: fix colors. use fallback if hardware render mode doesn't work.

This commit is contained in:
StapleButter 2017-09-19 20:48:18 +02:00
parent defe46e37e
commit dbefaf0ad3
2 changed files with 22 additions and 8 deletions

View File

@ -63,7 +63,16 @@ ID2D1HwndRenderTarget *makeHWNDRenderTarget(HWND hwnd)
&hprops,
&rt);
if (hr != S_OK)
logHRESULT(L"error creating HWND render target", hr);
{
props.type = D2D1_RENDER_TARGET_TYPE_DEFAULT;
hr = d2dfactory->CreateHwndRenderTarget(
&props,
&hprops,
&rt);
if (hr != S_OK)
logHRESULT(L"error creating HWND render target", hr);
}
return rt;
}
@ -523,9 +532,7 @@ uiDrawBitmap* uiDrawNewBitmap(uiDrawContext* c, int width, int height)
D2D1_BITMAP_PROPERTIES bp2 = D2D1::BitmapProperties();
bp2.dpiX = 0;
bp2.dpiY = 0;
bp2.pixelFormat = D2D1::PixelFormat(DXGI_FORMAT_R8G8B8A8_UNORM, D2D1_ALPHA_MODE_IGNORE);
//bp2.pixelFormat = D2D1::PixelFormat(DXGI_FORMAT_B8G8R8A8_UNORM, D2D1_ALPHA_MODE_IGNORE);
// TODO: fallback: convert to BGRA if needed (RGBA only works in hardware mode)
bp2.pixelFormat = D2D1::PixelFormat(DXGI_FORMAT_B8G8R8A8_UNORM, D2D1_ALPHA_MODE_IGNORE);
c->rt->BeginDraw();

View File

@ -38,6 +38,7 @@ uiArea* MainDrawArea;
SDL_Thread* EmuThread;
int EmuRunning;
bool ScreenDrawInited = false;
SDL_mutex* ScreenMutex;
uiDrawBitmap* ScreenBitmap = NULL;
@ -53,6 +54,7 @@ int EmuThreadFunc(void* burp)
{
NDS::Init();
ScreenDrawInited = false;
Touching = false;
// DS:
@ -160,8 +162,13 @@ int EmuThreadFunc(void* burp)
void OnAreaDraw(uiAreaHandler* handler, uiArea* area, uiAreaDrawParams* params)
{
if (!ScreenBitmap)
if (!ScreenDrawInited)
{
ScreenBitmap = uiDrawNewBitmap(params->Context, 256, 384);
ScreenDrawInited = true;
}
if (!ScreenBitmap) return;
uiRect dorp = {0, 0, 256, 384};
@ -280,7 +287,7 @@ int main(int argc, char** argv)
return 1;
}
ScreenMutex = SDL_CreateMutex();
//ScreenMutex = SDL_CreateMutex();
uiInitOptions ui_opt;
memset(&ui_opt, 0, sizeof(uiInitOptions));
@ -327,8 +334,8 @@ int main(int argc, char** argv)
EmuRunning = 0;
SDL_WaitThread(EmuThread, NULL);
SDL_DestroyMutex(ScreenMutex);
uiDrawFreeBitmap(ScreenBitmap);
//SDL_DestroyMutex(ScreenMutex);
if (ScreenBitmap) uiDrawFreeBitmap(ScreenBitmap);
uiUninit();
SDL_Quit();