Merge pull request #1894 from Armada651/exclusive-fix

D3D: Fix Dolphin immediately exiting exclusive fullscreen.
This commit is contained in:
Markus Wick 2015-01-19 23:29:43 +01:00
commit 0d0f7ec662
4 changed files with 34 additions and 23 deletions

View File

@ -211,6 +211,11 @@ bool CRenderFrame::ShowFullScreen(bool show, long style)
{
// OpenGL requires the pop-up style to activate exclusive mode.
SetWindowStyle((GetWindowStyle() & ~wxDEFAULT_FRAME_STYLE) | wxPOPUP_WINDOW);
// Some backends don't support exclusive fullscreen, so we
// can't tell exactly when exclusive mode is activated.
if (!g_Config.backend_info.bSupportsExclusiveFullscreen)
OSD::AddMessage("Enabled exclusive fullscreen.");
}
#endif
@ -1314,13 +1319,11 @@ void CFrame::OnMouse(wxMouseEvent& event)
void CFrame::DoFullscreen(bool enable_fullscreen)
{
if (g_Config.ExclusiveFullscreenEnabled() &&
!SConfig::GetInstance().m_LocalCoreStartupParameter.bRenderToMain &&
Core::GetState() == Core::CORE_PAUSE)
if (g_Config.bExclusiveMode && Core::GetState() == Core::CORE_PAUSE)
{
// A responsive renderer is required for exclusive fullscreen, but the
// renderer can only respond in the running state. Therefore we ignore
// fullscreen switches if we support exclusive fullscreen, but the
// fullscreen switches if we are in exclusive fullscreen, but the
// renderer is not running.
// TODO: Allow the renderer to switch fullscreen modes while paused.
return;
@ -1341,11 +1344,10 @@ void CFrame::DoFullscreen(bool enable_fullscreen)
{
m_RenderFrame->ShowFullScreen(true, wxFULLSCREEN_ALL);
}
else if (!g_Config.ExclusiveFullscreenEnabled() ||
SConfig::GetInstance().m_LocalCoreStartupParameter.bRenderToMain)
else if (!g_Config.bExclusiveMode)
{
// Exiting exclusive fullscreen should be done from a Renderer callback.
// Therefore we don't exit fullscreen from here if we support exclusive mode.
// Therefore we don't exit fullscreen from here if we are in exclusive mode.
m_RenderFrame->ShowFullScreen(false, wxFULLSCREEN_ALL);
}
#endif
@ -1398,8 +1400,7 @@ void CFrame::DoFullscreen(bool enable_fullscreen)
m_RenderFrame->Raise();
}
g_Config.bFullscreen = (!g_Config.ExclusiveFullscreenEnabled() ||
SConfig::GetInstance().m_LocalCoreStartupParameter.bRenderToMain) ? false : enable_fullscreen;
g_Config.bFullscreen = enable_fullscreen;
}
const CGameListCtrl *CFrame::GetGameListCtrl() const

View File

@ -862,7 +862,7 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, co
SetWindowSize(fbStride, fbHeight);
const bool windowResized = CheckForResize();
const bool fullscreen = g_ActiveConfig.bFullscreen &&
const bool fullscreen = g_ActiveConfig.bFullscreen && !g_ActiveConfig.bBorderlessFullscreen &&
!SConfig::GetInstance().m_LocalCoreStartupParameter.bRenderToMain;
bool xfbchanged = s_last_xfb_mode != g_ActiveConfig.bUseRealXFB;
@ -885,27 +885,22 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, co
{
if (fullscreen && !exclusive_mode)
{
if (g_Config.bExclusiveMode)
OSD::AddMessage("Lost exclusive fullscreen.");
// Exclusive fullscreen is enabled in the configuration, but we're
// not in exclusive mode. Either exclusive fullscreen was turned on
// or the render frame lost focus. When the render frame is in focus
// we can apply exclusive mode.
fullscreen_changed = Host_RendererHasFocus();
g_Config.bExclusiveMode = false;
}
else if (!fullscreen)
{
if (exclusive_mode)
else if (!fullscreen && exclusive_mode)
{
// Exclusive fullscreen is disabled, but we're still in exclusive mode.
fullscreen_changed = true;
}
else if (!g_ActiveConfig.bBorderlessFullscreen && Host_RendererIsFullscreen())
{
// Exclusive fullscreen is disabled and we are no longer in exclusive
// mode. Thus we can now safely notify the UI to exit fullscreen. But
// we should only do so if borderless fullscreen mode is disabled.
Host_RequestFullscreen(false);
}
}
}
// Resize the back buffers NOW to avoid flickering
@ -924,8 +919,19 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, co
{
// Apply fullscreen state
if (fullscreen_changed)
{
g_Config.bExclusiveMode = fullscreen;
if (fullscreen)
OSD::AddMessage("Entered exclusive fullscreen.");
D3D::SetFullscreenState(fullscreen);
// If fullscreen is disabled we can safely notify the UI to exit fullscreen.
if (!g_ActiveConfig.bFullscreen)
Host_RequestFullscreen(false);
}
// TODO: Aren't we still holding a reference to the back buffer right now?
D3D::Reset();
SAFE_RELEASE(s_screenshot_texture);

View File

@ -28,7 +28,10 @@ void UpdateActiveConfig()
VideoConfig::VideoConfig()
{
bRunning = false;
// Exclusive fullscreen flags
bFullscreen = false;
bExclusiveMode = false;
// Needed for the first frame, I think
fAspectRatioHackW = 1;

View File

@ -67,6 +67,7 @@ struct VideoConfig final
// General
bool bVSync;
bool bFullscreen;
bool bExclusiveMode;
bool bRunning;
bool bWidescreenHack;
int iAspectRatio;