{
static int old_w, old_h;
- if (w != old_w || h != old_h) {
- float f_w = (float)w / 1024.0f;
- float f_h = (float)h / 512.0f;
- texture[1*2 + 0] = f_w;
- texture[2*2 + 1] = f_h;
- texture[3*2 + 0] = f_w;
- texture[3*2 + 1] = f_h;
- old_w = w;
- old_h = h;
+ if (fb != NULL) {
+ if (w != old_w || h != old_h) {
+ float f_w = (float)w / 1024.0f;
+ float f_h = (float)h / 512.0f;
+ texture[1*2 + 0] = f_w;
+ texture[2*2 + 1] = f_h;
+ texture[3*2 + 0] = f_w;
+ texture[3*2 + 1] = f_h;
+ old_w = w;
+ old_h = h;
+ }
+
+ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, w, h,
+ GL_RGB, GL_UNSIGNED_SHORT_5_6_5, fb);
+ if (gl_have_error("glTexSubImage2D"))
+ return -1;
}
- glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, w, h,
- GL_RGB, GL_UNSIGNED_SHORT_5_6_5, fb);
- if (gl_have_error("glTexSubImage2D"))
- return -1;
-
glVertexPointer(3, GL_FLOAT, 0, vertices);
glTexCoordPointer(2, GL_FLOAT, 0, texture);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
static int vout_mode_overlay = -1, vout_mode_gl = -1;
static void *display, *window;
-int plat_sdl_change_video_mode(int w, int h)
+/* w, h is layer resolution */
+int plat_sdl_change_video_mode(int w, int h, int force)
{
static int prev_w, prev_h;
else
prev_h = h;
+ // skip GL recreation if window doesn't change - avoids flicker
+ if (plat_target.vout_method == vout_mode_gl && plat_sdl_gl_active
+ && plat_target.vout_fullscreen == old_fullscreen && !force)
+ {
+ return 0;
+ }
+
if (plat_sdl_overlay != NULL) {
SDL_FreeYUVOverlay(plat_sdl_overlay);
plat_sdl_overlay = NULL;
void plat_sdl_event_handler(void *event_)
{
+ static int was_active;
SDL_Event *event = event_;
if (event->type == SDL_VIDEORESIZE) {
{
window_w = event->resize.w;
window_h = event->resize.h;
- plat_sdl_change_video_mode(0, 0);
+ plat_sdl_change_video_mode(0, 0, 1);
+ }
+ }
+ else if (event->type == SDL_ACTIVEEVENT) {
+ if (event->active.gain && !was_active) {
+ if (plat_sdl_overlay != NULL) {
+ SDL_Rect dstrect = { 0, 0, plat_sdl_screen->w, plat_sdl_screen->h };
+ SDL_DisplayYUVOverlay(plat_sdl_overlay, &dstrect);
+ }
+ else if (plat_sdl_gl_active) {
+ gl_flip(NULL, 0, 0);
+ }
+ // else SDL takes care of it
}
+ was_active = event->active.gain;
}
}
g_menuscreen_h = h;
}
- ret = plat_sdl_change_video_mode(g_menuscreen_w, g_menuscreen_h);
+ ret = plat_sdl_change_video_mode(g_menuscreen_w, g_menuscreen_h, 1);
if (ret != 0) {
plat_sdl_screen = SDL_SetVideoMode(0, 0, 16, SDL_SWSURFACE);
if (plat_sdl_screen == NULL) {
extern int plat_sdl_gl_active;
int plat_sdl_init(void);
-int plat_sdl_change_video_mode(int w, int h);
+int plat_sdl_change_video_mode(int w, int h, int force);
void plat_sdl_overlay_clear(void);
void plat_sdl_event_handler(void *event_);
void plat_sdl_finish(void);