Clean up initial OpenGL passes

This commit is contained in:
Yoshi Askharoun
2026-07-25 19:32:47 -05:00
parent 2bd15a4562
commit b20af287ea
11 changed files with 109 additions and 336 deletions
+5 -7
View File
@@ -9,8 +9,6 @@ namespace Microsoft.Iris.Render.OpenGL
/// </summary>
public sealed class GLDisplay : IDisplay
{
private readonly DisplayMode m_mode;
public GLDisplay(IMonitor monitor, bool isPrimary)
{
DeviceName = monitor.Name ?? $"Monitor{monitor.Index}";
@@ -21,7 +19,7 @@ namespace Microsoft.Iris.Render.OpenGL
var size = new Size(b.Size.X, b.Size.Y);
LogicalFullScreenResolution = size;
m_mode = new DisplayMode
CurrentMode = new DisplayMode
{
sizePhysicalPxl = size,
sizeLogicalPxl = size,
@@ -39,11 +37,11 @@ namespace Microsoft.Iris.Render.OpenGL
public bool TvMode => false;
public Size LogicalFullScreenResolution { get; }
public DisplayMode[] SupportedModes => new[] { m_mode };
public DisplayMode[] SupportedModes => new[] { CurrentMode };
public DisplayMode[] ExtraModes => DisplayMode.EmptyModes;
public DisplayMode[] AllModes => SupportedModes;
public DisplayMode CurrentMode => m_mode;
public DisplayMode DesktopMode => m_mode;
public DisplayMode CurrentMode { get; }
public DisplayMode DesktopMode => CurrentMode;
public string MonitorPnP => DeviceName;
public bool ValidateDisplayMode(
@@ -54,7 +52,7 @@ namespace Microsoft.Iris.Render.OpenGL
out DisplayModeFlags nCompleteCheck)
{
// We only expose the desktop mode, so echo it back as the completed mode.
modeComplete = m_mode;
modeComplete = CurrentMode;
nCompleteCheck = nCheck;
return true;
}