Config: Add "enableBlitting" entry to toggle GL_EXT_framebuffer_blit
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@ -95,6 +95,13 @@
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# subImageFix=false
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# subImageFix=false
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# Enable framebuffer blitting if the driver is
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# capable of it. Some drivers carry buggy
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# implementations of this functionality, so
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# disabling it can be used as a workaround
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# (default: enabled)
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#
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# enableBlitting=true
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# Set the base path of the game to '/path/to/game'
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# Set the base path of the game to '/path/to/game'
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# (default: executable directory)
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# (default: executable directory)
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#
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#
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@ -388,6 +388,7 @@ void Config::read(int argc, char *argv[])
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PO_DESC(frameSkip, bool) \
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PO_DESC(frameSkip, bool) \
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PO_DESC(solidFonts, bool) \
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PO_DESC(solidFonts, bool) \
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PO_DESC(subImageFix, bool) \
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PO_DESC(subImageFix, bool) \
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PO_DESC(enableBlitting, bool) \
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PO_DESC(gameFolder, std::string) \
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PO_DESC(gameFolder, std::string) \
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PO_DESC(anyAltToggleFS, bool) \
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PO_DESC(anyAltToggleFS, bool) \
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PO_DESC(enableReset, bool) \
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PO_DESC(enableReset, bool) \
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@ -46,6 +46,7 @@ struct Config
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bool solidFonts;
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bool solidFonts;
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bool subImageFix;
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bool subImageFix;
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bool enableBlitting;
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std::string gameFolder;
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std::string gameFolder;
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bool anyAltToggleFS;
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bool anyAltToggleFS;
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@ -99,6 +99,9 @@ int rgssThreadFun(void *userdata)
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return 0;
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return 0;
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}
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}
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if (!threadData->config.enableBlitting)
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gl.BlitFramebuffer = 0;
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gl.ClearColor(0, 0, 0, 1);
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gl.ClearColor(0, 0, 0, 1);
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gl.Clear(GL_COLOR_BUFFER_BIT);
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gl.Clear(GL_COLOR_BUFFER_BIT);
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SDL_GL_SwapWindow(win);
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SDL_GL_SwapWindow(win);
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