- [FIX] Render final a textura, per a evitar la merda que clava la GPU si s'usa acceleració hardware

This commit is contained in:
2025-11-18 10:08:35 +01:00
parent aaa847b4be
commit 22b62dd46b
4 changed files with 20 additions and 2 deletions

1
.gitignore vendored
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@@ -1,3 +1,4 @@
.vscode/*
dilemmaker
build/*
*.exe

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@@ -7,6 +7,7 @@ namespace draw
{
SDL_Window *sdl_window {nullptr}; // La finestra de SDL
SDL_Renderer *sdl_renderer {nullptr}; // El renderer de SDL
SDL_Texture *sdl_texture {nullptr}; // La textura a la que ho renderitze tot
SDL_Texture *sdl_source {nullptr};
void init(const char *titol, const uint16_t width, const uint16_t height)
@@ -22,9 +23,17 @@ namespace draw
SDL_LogError(SDL_LOG_CATEGORY_VIDEO, "ERROR (draw::init): Failed to initialize renderer!\n");
exit(1);
}
sdl_texture = SDL_CreateTexture(sdl_renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, width, height);
//SDL_SetRenderDrawBlendMode(sdl_renderer, SDL_BLENDMODE_BLEND);
}
void resizeSystemTexture(const uint16_t width, const uint16_t height)
{
SDL_DestroyTexture(sdl_texture);
sdl_texture = SDL_CreateTexture(sdl_renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, width, height);
}
void quit()
{
SDL_DestroyRenderer(sdl_renderer);
@@ -82,7 +91,7 @@ namespace draw
void setDestination(SDL_Texture *surf)
{
SDL_SetRenderTarget(sdl_renderer, surf);
SDL_SetRenderTarget(sdl_renderer, surf ? surf : sdl_texture);
}
void setSource(SDL_Texture *surf)
@@ -185,7 +194,10 @@ namespace draw
// Refresca la pantalla
void render()
{
SDL_SetRenderTarget(sdl_renderer, nullptr);
SDL_RenderTexture(sdl_renderer, sdl_texture, nullptr, nullptr);
SDL_RenderPresent(sdl_renderer);
SDL_SetRenderTarget(sdl_renderer, sdl_texture);
}
}

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@@ -7,6 +7,7 @@ namespace draw
enum flip { none, horizontal, vertical, both };
void init(const char *titol, const uint16_t width, const uint16_t height);
void resizeSystemTexture(const uint16_t width, const uint16_t height);
void quit();
SDL_Texture *createSurface(const uint16_t w, const uint16_t h);

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@@ -114,6 +114,10 @@ int main(int argc, char *argv[])
{
game::windowHasFocus = false;
}
if (e.type == SDL_EVENT_WINDOW_RESIZED)
{
draw::resizeSystemTexture(e.window.data1, e.window.data2);
}
}
if (SDL_GetTicks()-current_ticks >= game::ticks_per_frame)