diff --git a/game/graphics/pipelines/opengl.cpp b/game/graphics/pipelines/opengl.cpp index f1e1dbb9a8..83fd439afa 100644 --- a/game/graphics/pipelines/opengl.cpp +++ b/game/graphics/pipelines/opengl.cpp @@ -220,9 +220,10 @@ static std::shared_ptr gl_make_display(int width, // TODO - SDL2 doesn't seem to support HDR (and neither does windows) // Related - // https://answers.microsoft.com/en-us/windows/forum/all/hdr-monitor-low-brightness-after-exiting-full/999f7ee9-7ba3-4f9c-b812-bbeb9ff8dcc1 - SDL_Window* window = - SDL_CreateWindow(title, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, width, height, - SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI); + SDL_Window* window = SDL_CreateWindow(title, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, + width, height, SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE); + // TODO - rendering code on hiDPI/Retina displays is not adequate, solve it properly so that + // `SDL_WINDOW_ALLOW_HIGHDPI` can be added back to the window flags. prof().end_event(); if (!window) { sdl_util::log_error("gl_make_display failed - Could not create display window"); diff --git a/game/system/hid/display_manager.cpp b/game/system/hid/display_manager.cpp index dc510b31c9..f74a2c26bf 100644 --- a/game/system/hid/display_manager.cpp +++ b/game/system/hid/display_manager.cpp @@ -404,6 +404,7 @@ void DisplayManager::update_resolutions() { } lg::info("[DISPLAY]: {}x{} is supported", new_res.width, new_res.height); m_available_resolutions.push_back(new_res); + m_available_window_sizes.push_back(new_res); } // Sort by area @@ -411,7 +412,7 @@ void DisplayManager::update_resolutions() { [](const Resolution& a, const Resolution& b) -> bool { return a.width * a.height > b.width * b.height; }); - std::sort(m_available_resolutions.begin(), m_available_resolutions.end(), + std::sort(m_available_window_sizes.begin(), m_available_window_sizes.end(), [](const Resolution& a, const Resolution& b) -> bool { return a.width * a.height > b.width * b.height; });