VideoConfig: Remove fullscreen flags.
These weren't actually settings, they were used as a bad way to communicate with the GPU thread.
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@ -211,8 +211,6 @@ void DolphinAnalytics::MakePerGameBuilder()
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builder.AddData("cfg-gfx-realxfb", g_Config.RealXFBEnabled());
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builder.AddData("cfg-gfx-virtualxfb", g_Config.VirtualXFBEnabled());
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builder.AddData("cfg-gfx-vsync", g_Config.bVSync);
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builder.AddData("cfg-gfx-fullscreen", g_Config.bFullscreen);
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builder.AddData("cfg-gfx-exclusive-mode", g_Config.bExclusiveMode);
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builder.AddData("cfg-gfx-aspect-ratio", g_Config.iAspectRatio);
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builder.AddData("cfg-gfx-efb-access", g_Config.bEFBAccessEnable);
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builder.AddData("cfg-gfx-efb-scale", g_Config.iEFBScale);
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@ -315,7 +315,7 @@ HRESULT Create(HWND wnd)
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swap_chain_desc.OutputWindow = wnd;
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swap_chain_desc.SampleDesc.Count = 1;
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swap_chain_desc.SampleDesc.Quality = 0;
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swap_chain_desc.Windowed = !g_Config.bFullscreen;
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swap_chain_desc.Windowed = TRUE;
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DXGI_OUTPUT_DESC out_desc = {};
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output->GetDesc(&out_desc);
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@ -803,8 +803,6 @@ void Renderer::SwapImpl(u32 xfb_addr, u32 fb_width, u32 fb_stride, u32 fb_height
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SetWindowSize(fb_stride, fb_height);
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const bool window_resized = CheckForResize();
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const bool fullscreen = g_ActiveConfig.bFullscreen && !g_ActiveConfig.bBorderlessFullscreen &&
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!SConfig::GetInstance().bRenderToMain;
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bool xfb_changed = s_last_xfb_mode != g_ActiveConfig.bUseRealXFB;
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@ -31,10 +31,6 @@ VideoConfig::VideoConfig()
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{
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bRunning = false;
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// Exclusive fullscreen flags
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bFullscreen = false;
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bExclusiveMode = false;
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// Needed for the first frame, I think
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fAspectRatioHackW = 1;
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fAspectRatioHackH = 1;
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@ -63,8 +63,6 @@ struct VideoConfig final
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// General
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bool bVSync;
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bool bFullscreen;
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bool bExclusiveMode;
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bool bRunning;
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bool bWidescreenHack;
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int iAspectRatio;
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