BACKENDS: Remove accel3d flag completely.

This commit is contained in:
Paweł Kołodziejski 2020-10-13 23:00:19 +02:00
parent 42d55b2436
commit 723ffa111b
5 changed files with 6 additions and 26 deletions

View File

@ -148,7 +148,6 @@ int OpenGLSdlGraphics3dManager::getDefaultGraphicsMode() const {
bool OpenGLSdlGraphics3dManager::setGraphicsMode(int mode, uint flags) {
assert(_transactionMode != kTransactionNone);
assert(flags & OSystem::kGfxModeRender3d);
assert(flags & OSystem::kGfxModeAcceleration3d);
return true;
}

View File

@ -140,7 +140,6 @@ int SurfaceSdlGraphics3dManager::getDefaultGraphicsMode() const {
bool SurfaceSdlGraphics3dManager::setGraphicsMode(int mode, uint flags) {
assert(_transactionMode != kTransactionNone);
assert(flags & OSystem::kGfxModeRender3d);
assert(!(flags & OSystem::kGfxModeAcceleration3d));
return true;
}

View File

@ -723,7 +723,6 @@ int OSystem_SDL::getDefaultGraphicsMode() const {
bool OSystem_SDL::setGraphicsMode(int mode, uint flags) {
bool render3d = flags & OSystem::kGfxModeRender3d;
bool accel3d = flags & OSystem::kGfxModeAcceleration3d;
// In 3d render mode gfx mode param is ignored.
if (_graphicsModes.empty() && !render3d) {
@ -787,7 +786,7 @@ bool OSystem_SDL::setGraphicsMode(int mode, uint flags) {
}
#ifdef USE_OPENGL_GAME
if (accel3d && !dynamic_cast<OpenGLSdlGraphics3dManager *>(sdlGraphics3dManager)) {
if (!dynamic_cast<OpenGLSdlGraphics3dManager *>(sdlGraphics3dManager)) {
if (sdlGraphics3dManager) {
sdlGraphics3dManager->deactivateManager();
delete sdlGraphics3dManager;
@ -797,20 +796,8 @@ bool OSystem_SDL::setGraphicsMode(int mode, uint flags) {
if (sdlGraphicsManager)
sdlGraphics3dManager->setDefaultFeatureState();
switchedManager = true;
} else
#endif
if (!accel3d && !dynamic_cast<SurfaceSdlGraphics3dManager *>(sdlGraphics3dManager)) {
if (sdlGraphics3dManager) {
sdlGraphics3dManager->deactivateManager();
delete sdlGraphics3dManager;
}
_graphicsManager = sdlGraphics3dManager = new SurfaceSdlGraphics3dManager(_eventSource, _window);
// Setup feature defaults for 3D gfx while switching from 2D
if (sdlGraphicsManager)
sdlGraphics3dManager->setDefaultFeatureState();
switchedManager = true;
}
#endif
if (sdlGraphicsManager) {
sdlGraphicsManager = nullptr;
}

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@ -602,9 +602,8 @@ public:
virtual int getDefaultGraphicsMode() const { return 0; }
enum GfxModeFlags {
kGfxModeNoFlags = 0, /**< No Flags */
kGfxModeRender3d = (1 << 0), /**< Indicate 3d drawing mode */
kGfxModeAcceleration3d = (1 << 1) /**< Indicate 3d hardware support */
kGfxModeNoFlags = 0, /**< No Flags */
kGfxModeRender3d = (1 << 0), /**< Indicate 3d h/w accelerated in game gfx */
};
/**
@ -612,11 +611,7 @@ public:
* failed, this method returns false.
*
* The flag 'kGfxModeRender3d' is optional. It allow to switch to 3D only rendering mode.
* The argument 'mode' will be ignored. Game engine is allowed to use OpenGL(ES) or TinyGL API direclty.
* Which one depends on 'kGfxModeAcceleration3d' flag.
*
* The flag 'kGfxModeAcceleration3d' is optional and work only with kGfxModeRender3d.
* OpenGL(ES) is only allowed to use by game engine to draw graphics.
* Game engine is allowed to use OpenGL(ES) direclty.
*
* @param mode the ID of the new graphics mode
* @param flags the flags for new graphics mode

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@ -397,7 +397,7 @@ void initGraphics(int width, int height) {
void initGraphics3d(int width, int height, bool fullscreen) {
g_system->beginGFXTransaction();
g_system->setGraphicsMode(0, OSystem::kGfxModeRender3d | OSystem::kGfxModeAcceleration3d);
g_system->setGraphicsMode(0, OSystem::kGfxModeRender3d);
g_system->initSize(width, height);
g_system->setFeatureState(OSystem::kFeatureFullscreenMode, fullscreen);
g_system->endGFXTransaction();