Removed SDL_RENDERER_ACCELERATED and SDL_RENDERER_SOFTWARE

These flags are unnecessary and have always been a source of confusion.
This commit is contained in:
Sam Lantinga
2024-04-04 12:39:24 -07:00
parent 3f8dba3713
commit 5fa87e29e7
19 changed files with 37 additions and 92 deletions

View File

@@ -1017,7 +1017,7 @@ SDL_Renderer *SDL_CreateRendererWithProperties(SDL_PropertiesID props)
/* new textures start at zero, so we start at 1 so first render doesn't flush by accident. */
renderer->render_command_generation = 1;
if (renderer->info.flags & SDL_RENDERER_SOFTWARE) {
if (renderer->software) {
/* Software renderer always uses line method, for speed */
renderer->line_method = SDL_RENDERLINEMETHOD_LINES;
} else {
@@ -1085,11 +1085,7 @@ SDL_Renderer *SDL_CreateRenderer(SDL_Window *window, const char *name, Uint32 fl
SDL_Renderer *renderer;
SDL_PropertiesID props = SDL_CreateProperties();
SDL_SetProperty(props, SDL_PROP_RENDERER_CREATE_WINDOW_POINTER, window);
if (flags & SDL_RENDERER_SOFTWARE) {
SDL_SetStringProperty(props, SDL_PROP_RENDERER_CREATE_NAME_STRING, "software");
} else {
SDL_SetStringProperty(props, SDL_PROP_RENDERER_CREATE_NAME_STRING, name);
}
SDL_SetStringProperty(props, SDL_PROP_RENDERER_CREATE_NAME_STRING, name);
if (flags & SDL_RENDERER_PRESENTVSYNC) {
SDL_SetBooleanProperty(props, SDL_PROP_RENDERER_CREATE_PRESENT_VSYNC_BOOLEAN, SDL_TRUE);
}
@@ -4250,7 +4246,7 @@ int SDL_RenderGeometryRawFloat(SDL_Renderer *renderer,
/* For the software renderer, try to reinterpret triangles as SDL_Rect */
#if SDL_VIDEO_RENDER_SW
if (renderer->info.flags & SDL_RENDERER_SOFTWARE) {
if (renderer->software) {
return SDL_SW_RenderGeometryRaw(renderer, texture,
xy, xy_stride, color, color_stride, uv, uv_stride, num_vertices,
indices, num_indices, size_indices);
@@ -4678,7 +4674,7 @@ int SDL_SetRenderVSync(SDL_Renderer *renderer, int vsync)
/* for the software renderer, forward eventually the call to the WindowTexture renderer */
#if SDL_VIDEO_RENDER_SW
if (renderer->info.flags & SDL_RENDERER_SOFTWARE) {
if (renderer->software) {
if (SDL_SetWindowTextureVSync(renderer->window, vsync) == 0) {
renderer->simulate_vsync = SDL_FALSE;
return 0;