D3D: Add exclusive fullscreen support.
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@ -1206,6 +1206,8 @@ void CFrame::DoFullscreen(bool bF)
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{
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m_RenderFrame->Raise();
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}
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g_Config.bFullscreen = bF;
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}
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const CGameListCtrl *CFrame::GetGameListCtrl() const
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@ -431,6 +431,9 @@ void Reset()
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// release all back buffer references
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SAFE_RELEASE(backbuf);
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// apply fullscreen state
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D3D::swapchain->SetFullscreenState(g_ActiveConfig.bFullscreen, nullptr);
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// resize swapchain buffers
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RECT client;
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GetClientRect(hWnd, &client);
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@ -42,6 +42,8 @@ static u32 s_LastAA = 0;
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static Television s_television;
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static bool s_LastFS = false;
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ID3D11Buffer* access_efb_cbuf = nullptr;
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ID3D11BlendState* clearblendstates[4] = {nullptr};
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ID3D11DepthStencilState* cleardepthstates[3] = {nullptr};
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@ -936,6 +938,8 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbHeight,const EFBRectangl
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SetWindowSize(fbWidth, fbHeight);
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const bool windowResized = CheckForResize();
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const bool fullscreen = g_ActiveConfig.bFullscreen;
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const bool fsChanged = s_LastFS != fullscreen;
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bool xfbchanged = false;
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@ -954,13 +958,15 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbHeight,const EFBRectangl
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// resize the back buffers NOW to avoid flickering
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if (xfbchanged ||
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windowResized ||
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fsChanged ||
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s_LastEFBScale != g_ActiveConfig.iEFBScale ||
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s_LastAA != g_ActiveConfig.iMultisampleMode)
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{
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s_LastAA = g_ActiveConfig.iMultisampleMode;
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s_LastFS = g_ActiveConfig.bFullscreen;
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PixelShaderCache::InvalidateMSAAShaders();
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if (windowResized)
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if (windowResized || fsChanged)
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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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@ -28,6 +28,7 @@ void UpdateActiveConfig()
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VideoConfig::VideoConfig()
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{
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bRunning = false;
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bFullscreen = false;
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// Needed for the first frame, I think
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fAspectRatioHackW = 1;
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@ -57,7 +57,7 @@ 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 bRunning;
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bool bWidescreenHack;
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int iAspectRatio;
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