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Secondary outputs, and --game-window on Mac to show the game in a second window
The ScreenManager keeps a list of secondary outputs, each with its own swapchain, recreated after a lost device. Platform code adds, resizes and removes them from any thread through Native_AddOutput() and friends, which take effect at the start of the next frame. Each frame, every output is drawn by the topmost screen that claims it (Screen::renderOutput). EmuScreen claims Game outputs: it presents the game there, laid out for that output, and leaves it out of the backbuffer, where the touch controls and the menus stay. Not in non-buffered mode, which draws straight into the backbuffer. --game-window opens such an output on Mac, with Metal. It's a smoke test for multiple swapchains, and a stand-in for an AirPlay display. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
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@@ -189,6 +189,7 @@ static const CommandLineParam g_autoParams[] = {
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{POFF(fullscreen), CmdParamType::BoolInverse, "windowed", '\0', "Force windowed mode", CmdLineMode::Application},
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{POFF(startScreen), CmdParamType::String, "start-screen", '\0', "Start on a specific screen (e.g. 'gamesettings', 'touchscreentest')", CmdLineMode::Application},
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{POFF(escapeExit), CmdParamType::Bool, "escape-exit", '\0', "Escape key exits the application", CmdLineMode::Application},
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{POFF(gameWindow), CmdParamType::Bool, "game-window", '\0', "Show the game in a second window, for testing multiple outputs (SDL, Metal only)", CmdLineMode::Application},
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{POFF(pauseMenuExit), CmdParamType::Bool, "pause-menu-exit", '\0', "Exit the application when the game ends, instead of returning to the menu", CmdLineMode::Application},
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{POFF(appendConfig), CmdParamType::String, "appendconfig", '\0', "Merge config FILE into the current configuration"},
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{POFF(root), CmdParamType::String, "root", 'r', "Mount directory as the root of host0:/."},
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