Use SDL_GetRendererName for Direct3D9 check
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@ -2512,7 +2512,7 @@ void SDLDrawingPanel::DrawingPanelInit()
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#endif
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} else {
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#ifdef ENABLE_SDL3
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if (OPTION(kSDLRenderer) == wxString("direct3d")) {
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if (!strcmp(SDL_GetRendererName(renderer), "direct3d")) {
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texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, (width * scale), (height * scale));
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} else {
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texture = SDL_CreateTexture(renderer, SDL_GetPixelFormatForMasks(32, 0x000000FF, 0x0000FF00, 0x00FF0000, 0x00000000), SDL_TEXTUREACCESS_STREAMING, (width * scale), (height * scale));
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@ -2566,7 +2566,11 @@ void SDLDrawingPanel::DrawArea()
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SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0x00);
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SDL_RenderClear(renderer);
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#ifdef ENABLE_SDL3
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if ((!strcmp(SDL_GetRendererName(renderer), "direct3d")) && (systemColorDepth == 32)) {
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#else
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if ((OPTION(kSDLRenderer) == wxString("direct3d") && (systemColorDepth == 32)) {
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#endif
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todraw_argb8888 = (uint32_t *)(todraw + srcPitch));
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for (int i = 0; i < (height * scale); i++) {
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@ -2576,7 +2580,11 @@ void SDLDrawingPanel::DrawArea()
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}
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SDL_UpdateTexture(texture, NULL, todraw_argb, srcPitch);
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#ifdef ENABLE_SDL3
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if ((!strcmp(SDL_GetRendererName(renderer), "direct3d")) && (systemColorDepth == 16)) {
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#else
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} else if ((OPTION(kSDLRenderer) == wxString("direct3d") && (systemColorDepth == 16)) {
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#endif
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todraw_rgb565 = (uint16_t *)(todraw + srcPitch))
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for (int i = 0; i < (height * scale); i++) {
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for (int j = 0; j < (width * scale); j++) {
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