Add anvideo config option to automatically resize the render window to the size of the game's output resolution. This avoids artifacts that appear when the render target is scaled to fit a window of a different size.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6764 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
donkopunchstania
2011-01-07 04:57:59 +00:00
parent 49b7da6445
commit d16357cd5c
21 changed files with 158 additions and 43 deletions

View File

@ -313,7 +313,7 @@ THREAD_RETURN XEventThread(void *pArg)
bool OpenGL_Create(SVideoInitialize &_VideoInitialize, int _iwidth, int _iheight)
{
int _tx, _ty, _twidth, _theight;
g_VideoInitialize.pRequestWindowSize(_tx, _ty, _twidth, _theight);
g_VideoInitialize.pGetWindowSize(_tx, _ty, _twidth, _theight);
// Control window size and picture scaling
s_backbuffer_width = _twidth;
@ -488,7 +488,7 @@ bool OpenGL_MakeCurrent()
return wglMakeCurrent(hDC,hRC) ? true : false;
#elif defined(HAVE_X11) && HAVE_X11
#if defined(HAVE_WX) && (HAVE_WX)
g_VideoInitialize.pRequestWindowSize(GLWin.x, GLWin.y, (int&)GLWin.width, (int&)GLWin.height);
g_VideoInitialize.pGetWindowSize(GLWin.x, GLWin.y, (int&)GLWin.width, (int&)GLWin.height);
XMoveResizeWindow(GLWin.dpy, GLWin.win, GLWin.x, GLWin.y, GLWin.width, GLWin.height);
#endif
return glXMakeCurrent(GLWin.dpy, GLWin.win, GLWin.ctx);