Renderer: Pull dimensions from GLInterface/Swapchain
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@ -209,9 +209,6 @@ class PlatformX11 : public Platform
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void MainLoop() override
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{
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bool fullscreen = SConfig::GetInstance().bFullscreen;
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int last_window_width = SConfig::GetInstance().iRenderWindowWidth;
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int last_window_height = SConfig::GetInstance().iRenderWindowHeight;
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if (fullscreen)
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{
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rendererIsFullscreen = X11Utils::ToggleFullscreen(dpy, win);
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@ -311,14 +308,8 @@ class PlatformX11 : public Platform
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break;
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case ConfigureNotify:
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{
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if (last_window_width != event.xconfigure.width ||
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last_window_height != event.xconfigure.height)
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{
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last_window_width = event.xconfigure.width;
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last_window_height = event.xconfigure.height;
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if (g_renderer)
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g_renderer->ResizeSurface(last_window_width, last_window_height);
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}
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if (g_renderer)
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g_renderer->ResizeSurface();
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}
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break;
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}
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@ -68,7 +68,7 @@ void Host::SetRenderFullscreen(bool fullscreen)
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void Host::ResizeSurface(int new_width, int new_height)
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{
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if (g_renderer)
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g_renderer->ResizeSurface(new_width, new_height);
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g_renderer->ResizeSurface();
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}
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void Host_Message(HostMessageID id)
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@ -719,9 +719,6 @@ void Renderer::CheckForSurfaceResize()
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if (!m_surface_resized.TestAndClear() && !exclusive_fullscreen_changed)
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return;
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m_backbuffer_width = m_new_backbuffer_width;
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m_backbuffer_height = m_new_backbuffer_height;
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SAFE_RELEASE(m_screenshot_texture);
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SAFE_RELEASE(m_3d_vision_texture);
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m_last_fullscreen_state = fullscreen_state;
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@ -1518,8 +1518,8 @@ void Renderer::CheckForSurfaceResize()
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return;
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g_main_gl_context->Update();
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m_backbuffer_width = m_new_backbuffer_width;
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m_backbuffer_height = m_new_backbuffer_height;
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m_backbuffer_width = g_main_gl_context->GetBackBufferWidth();
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m_backbuffer_height = g_main_gl_context->GetBackBufferHeight();
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}
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void Renderer::DrawEFB(GLuint framebuffer, const TargetRectangle& target_rc,
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@ -889,9 +889,6 @@ void Renderer::CheckForSurfaceResize()
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if (!m_surface_resized.TestAndClear())
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return;
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m_backbuffer_width = m_new_backbuffer_width;
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m_backbuffer_height = m_new_backbuffer_height;
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// If we don't have a surface, how can we resize the swap chain?
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// CheckForSurfaceChange should handle this case.
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if (!m_swap_chain)
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@ -417,11 +417,9 @@ void Renderer::ChangeSurface(void* new_surface_handle)
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m_surface_changed.Set();
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}
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void Renderer::ResizeSurface(int new_width, int new_height)
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void Renderer::ResizeSurface()
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{
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std::lock_guard<std::mutex> lock(m_swap_mutex);
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m_new_backbuffer_width = new_width;
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m_new_backbuffer_height = new_height;
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m_surface_resized.Set();
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}
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@ -183,7 +183,7 @@ public:
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// Final surface changing
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// This is called when the surface is resized (WX) or the window changes (Android).
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void ChangeSurface(void* new_surface_handle);
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void ResizeSurface(int new_width, int new_height);
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void ResizeSurface();
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bool UseVertexDepthRange() const;
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virtual std::unique_ptr<VideoCommon::AsyncShaderCompiler> CreateAsyncShaderCompiler();
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@ -229,8 +229,6 @@ protected:
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// Backbuffer (window) size and render area
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int m_backbuffer_width = 0;
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int m_backbuffer_height = 0;
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int m_new_backbuffer_width = 0;
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int m_new_backbuffer_height = 0;
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TargetRectangle m_target_rectangle = {};
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FPSCounter m_fps_counter;
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