Re-enable graphical settings on PSVita (#2175)
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f7dafc5073
commit
b16d3e8b54
3 changed files with 8 additions and 15 deletions
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@ -2,6 +2,4 @@ set(ASAN OFF)
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set(UBSAN OFF)
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set(NONET ON)
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set(PREFILL_PLAYER_NAME ON)
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set(DEFAULT_WIDTH 960)
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set(DEFAULT_HEIGHT 544)
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@ -507,12 +507,12 @@ static void SaveOptions()
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setIniInt("Audio", "Channels", sgOptions.Audio.nChannels);
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setIniInt("Audio", "Buffer Size", sgOptions.Audio.nBufferSize);
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setIniInt("Audio", "Resampling Quality", sgOptions.Audio.nResamplingQuality);
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#ifndef __vita__
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setIniInt("Graphics", "Width", sgOptions.Graphics.nWidth);
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setIniInt("Graphics", "Height", sgOptions.Graphics.nHeight);
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#endif
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setIniInt("Graphics", "Fullscreen", sgOptions.Graphics.bFullscreen);
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#ifndef __vita__
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setIniInt("Graphics", "Fullscreen", sgOptions.Graphics.bFullscreen);
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#endif
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#if !defined(USE_SDL1)
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setIniInt("Graphics", "Upscale", sgOptions.Graphics.bUpscale);
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#endif
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setIniInt("Graphics", "Fit to Screen", sgOptions.Graphics.bFitToScreen);
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@ -587,15 +587,14 @@ static void LoadOptions()
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sgOptions.Audio.nBufferSize = getIniInt("Audio", "Buffer Size", DEFAULT_AUDIO_BUFFER_SIZE);
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sgOptions.Audio.nResamplingQuality = getIniInt("Audio", "Resampling Quality", DEFAULT_AUDIO_RESAMPLING_QUALITY);
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#ifndef __vita__
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sgOptions.Graphics.nWidth = getIniInt("Graphics", "Width", DEFAULT_WIDTH);
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sgOptions.Graphics.nHeight = getIniInt("Graphics", "Height", DEFAULT_HEIGHT);
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#else
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sgOptions.Graphics.nWidth = DEFAULT_WIDTH;
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sgOptions.Graphics.nHeight = DEFAULT_HEIGHT;
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#endif
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#ifndef __vita__
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sgOptions.Graphics.bFullscreen = getIniBool("Graphics", "Fullscreen", true);
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#if !defined(USE_SDL1) && !defined(__vita__)
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#else
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sgOptions.Graphics.bFullscreen = true;
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#endif
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#if !defined(USE_SDL1)
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sgOptions.Graphics.bUpscale = getIniBool("Graphics", "Upscale", true);
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#else
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sgOptions.Graphics.bUpscale = false;
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@ -319,9 +319,6 @@ void RenderPresent()
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}
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// Clear buffer to avoid artifacts in case the window was resized
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#ifndef __vita__
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// There's no window resizing on vita, so texture always properly overwrites display area.
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// Thus, there's no need to clear the screen and unnecessarily modify sdl render context state.
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if (SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255) <= -1) { // TODO only do this if window was resized
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ErrSdl();
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}
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@ -329,7 +326,6 @@ void RenderPresent()
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if (SDL_RenderClear(renderer) <= -1) {
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ErrSdl();
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}
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#endif
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if (SDL_RenderCopy(renderer, texture, nullptr, nullptr) <= -1) {
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ErrSdl();
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}
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