| */␊ |
| #endregion␊ |
| ␊ |
| #region DISABLE_FAUXBACKBUFFER Option␊ |
| // #define DISABLE_FAUXBACKBUFFER␊ |
| /* If you want to debug GL without the extra FBO in your way, you can use this.␊ |
| * Note that we only enable a faux-backbuffer when the window size is not equal␊ |
| * to the backbuffer size!␊ |
| * -flibit␊ |
| */␊ |
| #endregion␊ |
| ␊ |
| #region THREADED_GL Option␊ |
| // #define THREADED_GL␊ |
| /* Ah, so I see you've run into some issues with threaded GL...␊ |
|
| ␉␉␉);␊ |
| ␊ |
| ␉␉␉// Initialize the faux-backbuffer␊ |
| #if !DISABLE_FAUXBACKBUFFER␊ |
| ␉␉␉int winWidth, winHeight;␊ |
| ␉␉␉GetWindowDimensions(␊ |
| ␉␉␉␉presentationParameters,␊ |
|
| ␉␉␉␉);␊ |
| ␉␉␉}␊ |
| ␉␉␉else␊ |
| #endif␊ |
| ␉␉␉{␊ |
| ␉␉␉␉Backbuffer = new NullBackbuffer(␊ |
| ␉␉␉␉␉presentationParameters.BackBufferWidth,␊ |
|
| ␉␉␉PresentationParameters presentationParameters,␊ |
| ␉␉␉bool renderTargetBound␊ |
| ␉␉) {␊ |
| #if !DISABLE_FAUXBACKBUFFER␊ |
| ␉␉␉int winWidth, winHeight;␊ |
| ␉␉␉GetWindowDimensions(␊ |
| ␉␉␉␉presentationParameters,␊ |
|
| ␉␉␉␉}␊ |
| ␉␉␉}␊ |
| ␉␉␉else␊ |
| #endif␊ |
| ␉␉␉{␊ |
| ␉␉␉␉if (Backbuffer is OpenGLBackbuffer)␊ |
| ␉␉␉␉{␊ |