Add RPi-related optimizations.
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@ -80,16 +80,28 @@ const SDL_Scancode scancode_rmapping_nonextended[][2] = {
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static void gfx_sdl_init(void) {
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static void gfx_sdl_init(void) {
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SDL_Init(SDL_INIT_VIDEO);
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SDL_Init(SDL_INIT_VIDEO);
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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#ifdef TARGET_RPI
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2); // These attributes allow for hardware acceleration on RPis.
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
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#endif
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//SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
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//SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
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//SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 4);
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//SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 4);
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#ifndef TARGET_RPI
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wnd = SDL_CreateWindow("Super Mario 64 PC-Port", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
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wnd = SDL_CreateWindow("Super Mario 64 PC-Port", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
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DESIRED_SCREEN_WIDTH, DESIRED_SCREEN_HEIGHT, SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE);
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DESIRED_SCREEN_WIDTH, DESIRED_SCREEN_HEIGHT, SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE);
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#else
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wnd = SDL_CreateWindow("Super Mario 64 RPi (GLES2)", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
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DESIRED_SCREEN_WIDTH, DESIRED_SCREEN_HEIGHT, SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE);
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#endif
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if (configFullscreen)
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if (configFullscreen)
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{
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{
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SDL_SetWindowFullscreen(wnd, SDL_WINDOW_FULLSCREEN_DESKTOP);
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SDL_SetWindowFullscreen(wnd, SDL_WINDOW_FULLSCREEN_DESKTOP);
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@ -204,4 +216,4 @@ struct GfxWindowManagerAPI gfx_sdl = {
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gfx_sdl_swap_buffers_begin,
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gfx_sdl_swap_buffers_begin,
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gfx_sdl_swap_buffers_end,
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gfx_sdl_swap_buffers_end,
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gfx_sdl_get_time
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gfx_sdl_get_time
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};
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};
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