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Fixed bug 3981 - Inverted logic bug in SDL_renderer "overscan" feature

Eric wing

There is a tiny bug in the new overscan code for the SDL_renderer.

In SDL_renderer.c, line 1265, the if check for SDL_strcasecmp with "direct3d" needs to be inverted.

Instead of:
if(SDL_strcasecmp("direct3d", SDL_GetCurrentVideoDriver())) {

It should be:
if(0 == SDL_strcasecmp("direct3d", SDL_GetCurrentVideoDriver())) {

This bug causes the "overscan" mode to pretty much be completely ignored in all cases and all things remain letterboxed (as before the feature).
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slouken committed Dec 13, 2017
1 parent 0597bf6 commit 87894224b6456f95d33d93dd9c030fa010f2ffe5
Showing with 11 additions and 14 deletions.
  1. +11 −14 src/render/SDL_render.c
@@ -1248,7 +1248,7 @@ UpdateLogicalSize(SDL_Renderer *renderer)
SDL_Rect viewport;
/* 0 is for letterbox, 1 is for overscan */
int scale_policy = 0;
const char *hint = SDL_GetHint(SDL_HINT_RENDER_LOGICAL_SIZE_MODE);
const char *hint;

if (!renderer->logical_w || !renderer->logical_h) {
return 0;
@@ -1257,23 +1257,20 @@ UpdateLogicalSize(SDL_Renderer *renderer)
return -1;
}

if (!hint) {
scale_policy = 0;
} else if ( *hint == '1' || SDL_strcasecmp(hint, "overscan") == 0) {
/* Unfortunately, Direct3D 9 does't support negative viewport numbers
which the main overscan implementation relies on.
D3D11 does support negative values and uses a different id string
so overscan will work for D3D11.
hint = SDL_GetHint(SDL_HINT_RENDER_LOGICAL_SIZE_MODE);
if (hint && (*hint == '1' || SDL_strcasecmp(hint, "overscan") == 0)) {
SDL_bool overscan_supported = SDL_TRUE;
/* Unfortunately, Direct3D 9 doesn't support negative viewport numbers
which the overscan implementation relies on.
*/
if(SDL_strcasecmp("direct3d", SDL_GetCurrentVideoDriver())) {
scale_policy = 0;
} else {
if (SDL_strcasecmp(SDL_GetCurrentVideoDriver(), "direct3d") == 0) {
overscan_supported = SDL_FALSE;
}
if (overscan_supported) {
scale_policy = 1;
}
} else {
scale_policy = 0;
}

want_aspect = (float)renderer->logical_w / renderer->logical_h;
real_aspect = (float)w / h;

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