render: Update the size/scale/viewport on moves, in addition to resizes.

For OpenGL this means resetting the viewport state shadowing flag too.

Fixes #1504
This commit is contained in:
Ethan Lee 2022-04-08 02:21:52 -04:00 committed by Sam Lantinga
parent 5613a56032
commit cb81630816
2 changed files with 26 additions and 8 deletions

View File

@ -698,7 +698,17 @@ SDL_RendererEventWatch(void *userdata, SDL_Event *event)
renderer->WindowEvent(renderer, &event->window);
}
if (event->window.event == SDL_WINDOWEVENT_SIZE_CHANGED) {
/* In addition to size changes, we also want to do this block for
* moves as well, for two reasons:
*
* 1. The window could be moved to a new display, which has a new
* DPI and therefore a new window/drawable ratio
* 2. For whatever reason, the viewport can get messed up during
* window movement (this has been observed on macOS), so this is
* also a good opportunity to force viewport updates
*/
if (event->window.event == SDL_WINDOWEVENT_SIZE_CHANGED ||
event->window.event == SDL_WINDOWEVENT_MOVED) {
/* Make sure we're operating on the default render target */
SDL_Texture *saved_target = SDL_GetRenderTarget(renderer);
if (saved_target) {

View File

@ -324,6 +324,20 @@ GL_GetFBO(GL_RenderData *data, Uint32 w, Uint32 h)
return result;
}
static void
GL_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event)
{
/* If the window x/y/w/h changed at all, assume the viewport has been
* changed behind our backs. x/y changes might seem weird but viewport
* resets have been observed on macOS at minimum!
*/
if (event->event == SDL_WINDOWEVENT_SIZE_CHANGED ||
event->event == SDL_WINDOWEVENT_MOVED) {
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
data->drawstate.viewport_dirty = SDL_TRUE;
}
}
static int
GL_GetOutputSize(SDL_Renderer * renderer, int *w, int *h)
{
@ -1216,13 +1230,6 @@ GL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertic
}
}
#ifdef __MACOSX__
// On macOS, moving the window seems to invalidate the OpenGL viewport state,
// so don't bother trying to persist it across frames; always reset it.
// Workaround for: https://github.com/libsdl-org/SDL/issues/1504
data->drawstate.viewport_dirty = SDL_TRUE;
#endif
while (cmd) {
switch (cmd->command) {
case SDL_RENDERCMD_SETDRAWCOLOR: {
@ -1767,6 +1774,7 @@ GL_CreateRenderer(SDL_Window * window, Uint32 flags)
goto error;
}
renderer->WindowEvent = GL_WindowEvent;
renderer->GetOutputSize = GL_GetOutputSize;
renderer->SupportsBlendMode = GL_SupportsBlendMode;
renderer->CreateTexture = GL_CreateTexture;