D3D: Further improve exclusive fullscreen state checking.
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@ -878,17 +878,32 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, co
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D3D::Present();
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// Check exclusive fullscreen state
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bool fullscreen_state, fullscreen_changed = false;
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if (SUCCEEDED(D3D::GetFullscreenState(&fullscreen_state)))
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bool exclusive_mode, fullscreen_changed = false;
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if (SUCCEEDED(D3D::GetFullscreenState(&exclusive_mode)))
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{
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if (fullscreen_state != fullscreen)
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if (fullscreen && !exclusive_mode)
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{
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// The current fullscreen state does not match the configuration,
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// either we switched fullscreen settings or the render frame
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// lost focus. When the render frame is in focus we can apply
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// exclusive mode.
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// Exclusive fullscreen is enabled in the configuration, but we're
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// not in exclusive mode. Either exclusive fullscreen was turned on
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// or the render frame lost focus. When the render frame is in focus
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// we can apply exclusive mode.
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fullscreen_changed = Host_RendererHasFocus();
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}
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else if (!fullscreen)
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{
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if (exclusive_mode)
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{
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// Exclusive fullscreen is disabled, but we're still in exclusive mode.
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fullscreen_changed = true;
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}
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else if (!g_ActiveConfig.bBorderlessFullscreen && Host_RendererIsFullscreen())
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{
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// Exclusive fullscreen is disabled and we are no longer in exclusive
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// mode. Thus we can now safely notify the UI to exit fullscreen. But
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// we should only do so if borderless fullscreen mode is disabled.
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Host_RequestFullscreen(false);
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}
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}
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}
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// Resize the back buffers NOW to avoid flickering
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@ -907,16 +922,8 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, co
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{
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// Apply fullscreen state
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if (fullscreen_changed)
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{
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D3D::SetFullscreenState(fullscreen);
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// Notify the host that it is safe to exit fullscreen
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if (!fullscreen)
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{
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Host_RequestFullscreen(false);
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}
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}
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// TODO: Aren't we still holding a reference to the back buffer right now?
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D3D::Reset();
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SAFE_RELEASE(s_screenshot_texture);
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