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@@ -265,12 +265,32 @@ display_handle_mode(void *data,
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{
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SDL_VideoDisplay *display = data;
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SDL_WaylandOutputData* driverdata = display->driverdata;
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+ SDL_DisplayMode mode;
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if (flags & WL_OUTPUT_MODE_CURRENT) {
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driverdata->width = width;
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driverdata->height = height;
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driverdata->refresh = refresh;
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}
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+
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+ /* Note that the width/height are NOT multiplied by scale_factor!
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+ * This is intentional and is designed to get the unscaled modes, which is
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+ * important for high-DPI games intending to use the display mode as the
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+ * target drawable size. The scaled desktop mode will be added at the end
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+ * when display_handle_done is called (see below).
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+ */
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+ SDL_zero(mode);
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+ mode.format = SDL_PIXELFORMAT_RGB888;
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+ if (driverdata->transform & WL_OUTPUT_TRANSFORM_90) {
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+ mode.w = height;
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+ mode.h = width;
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+ } else {
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+ mode.w = width;
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+ mode.h = height;
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+ }
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+ mode.refresh_rate = refresh / 1000; /* mHz to Hz */
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+ mode.driverdata = driverdata->output;
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+ SDL_AddDisplayMode(display, &mode);
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}
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static void
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@@ -288,13 +308,14 @@ display_handle_done(void *data,
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SDL_zero(mode);
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mode.format = SDL_PIXELFORMAT_RGB888;
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- mode.w = driverdata->width / driverdata->scale_factor;
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- mode.h = driverdata->height / driverdata->scale_factor;
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if (driverdata->transform & WL_OUTPUT_TRANSFORM_90) {
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mode.w = driverdata->height / driverdata->scale_factor;
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mode.h = driverdata->width / driverdata->scale_factor;
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+ } else {
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+ mode.w = driverdata->width / driverdata->scale_factor;
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+ mode.h = driverdata->height / driverdata->scale_factor;
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}
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- mode.refresh_rate = driverdata->refresh / 1000; // mHz to Hz
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+ mode.refresh_rate = driverdata->refresh / 1000; /* mHz to Hz */
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mode.driverdata = driverdata->output;
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SDL_AddDisplayMode(display, &mode);
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display->current_mode = mode;
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