Implement SDL present functions
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4 changed files with 142 additions and 12 deletions
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@ -8,6 +8,8 @@
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#include "g_game.h"
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#include "gamedata/fonts/v_text.h"
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#include "rendering/i_video.h"
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#include "hwrenderer/utility/hw_clock.h"
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#include "hwrenderer/utility/hw_vrmodes.h"
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#include "hwrenderer/utility/hw_cvars.h"
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@ -47,18 +49,6 @@ extern bool gpuStatActive;
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extern bool keepGpuStatActive;
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extern FString gpuStatOutput;
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#ifdef WIN32
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void I_PolyPresentInit();
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uint8_t *I_PolyPresentLock(int w, int h, bool vsync, int &pitch);
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void I_PolyPresentUnlock(int x, int y, int w, int h);
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void I_PolyPresentDeinit();
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#else
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void I_PolyPresentInit() { }
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uint8_t *I_PolyPresentLock(int w, int h, bool vsync, int &pitch) { pitch = 0; return nullptr; }
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void I_PolyPresentUnlock(int x, int y, int w, int h) { }
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void I_PolyPresentDeinit() { }
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#endif
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PolyFrameBuffer::PolyFrameBuffer(void *hMonitor, bool fullscreen) : Super(hMonitor, fullscreen)
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{
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I_PolyPresentInit();
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