Merge pull request #4443 from Armada651/exclusive-ui
D3D: Move exclusive mode switching to UI thread.
This commit is contained in:
commit
99de9fbe33
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@ -113,10 +113,6 @@ void Host_RequestRenderWindowSize(int width, int height)
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{
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}
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void Host_RequestFullscreen(bool enable_fullscreen)
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{
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}
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void Host_SetStartupDebuggingParameters()
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{
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}
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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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@ -31,7 +31,6 @@ void Host_Message(int Id);
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void Host_NotifyMapLoaded();
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void Host_RefreshDSPDebuggerWindow();
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void Host_RequestRenderWindowSize(int width, int height);
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void Host_RequestFullscreen(bool enable_fullscreen);
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void Host_SetStartupDebuggingParameters();
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void Host_SetWiiMoteConnectionState(int _State);
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void Host_UpdateDisasmDialog();
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@ -100,9 +100,6 @@ void Host_YieldToUI()
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void Host_UpdateMainFrame()
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{
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}
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void Host_RequestFullscreen(bool enable)
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{
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}
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void Host_RequestRenderWindowSize(int w, int h)
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{
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}
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@ -202,11 +202,6 @@ bool CRenderFrame::ShowFullScreen(bool show, long style)
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{
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// OpenGL requires the pop-up style to activate exclusive mode.
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SetWindowStyle((GetWindowStyle() & ~wxDEFAULT_FRAME_STYLE) | wxPOPUP_WINDOW);
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// Some backends don't support exclusive fullscreen, so we
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// can't tell exactly when exclusive mode is activated.
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if (!g_Config.backend_info.bSupportsExclusiveFullscreen)
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OSD::AddMessage("Entered exclusive fullscreen.");
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}
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#endif
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@ -525,6 +520,8 @@ void CFrame::OnActive(wxActivateEvent& event)
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{
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if (SConfig::GetInstance().bRenderToMain)
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m_RenderParent->SetFocus();
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else if (RendererIsFullscreen() && g_ActiveConfig.ExclusiveFullscreenEnabled())
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DoExclusiveFullscreen(true); // Regain exclusive mode
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if (SConfig::GetInstance().m_PauseOnFocusLost && Core::GetState() == Core::CORE_PAUSE)
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DoPause();
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@ -701,21 +698,6 @@ void CFrame::OnHostMessage(wxCommandEvent& event)
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}
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break;
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case IDM_FULLSCREEN_REQUEST:
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{
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bool enable_fullscreen = event.GetInt() == 0 ? false : true;
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ToggleDisplayMode(enable_fullscreen);
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if (m_RenderFrame != nullptr)
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m_RenderFrame->ShowFullScreen(enable_fullscreen);
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// If the stop dialog initiated this fullscreen switch then we need
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// to pause the emulator after we've completed the switch.
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// TODO: Allow the renderer to switch fullscreen modes while paused.
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if (m_confirmStop)
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Core::SetState(Core::CORE_PAUSE);
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}
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break;
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case WM_USER_CREATE:
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if (SConfig::GetInstance().bHideCursor)
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m_RenderParent->SetCursor(wxCURSOR_BLANK);
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@ -1131,31 +1113,12 @@ void CFrame::OnMouse(wxMouseEvent& event)
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void CFrame::DoFullscreen(bool enable_fullscreen)
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{
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if (g_Config.bExclusiveMode && Core::GetState() == Core::CORE_PAUSE)
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{
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// A responsive renderer is required for exclusive fullscreen, but the
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// renderer can only respond in the running state. Therefore we ignore
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// fullscreen switches if we are in exclusive fullscreen, but the
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// renderer is not running.
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// TODO: Allow the renderer to switch fullscreen modes while paused.
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return;
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}
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ToggleDisplayMode(enable_fullscreen);
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if (enable_fullscreen)
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{
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m_RenderFrame->ShowFullScreen(true, wxFULLSCREEN_ALL);
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}
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else if (!g_Config.bExclusiveMode)
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{
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// Exiting exclusive fullscreen should be done from a Renderer callback.
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// Therefore we don't exit fullscreen from here if we are in exclusive mode.
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m_RenderFrame->ShowFullScreen(false, wxFULLSCREEN_ALL);
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}
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if (SConfig::GetInstance().bRenderToMain)
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{
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m_RenderFrame->ShowFullScreen(enable_fullscreen, wxFULLSCREEN_ALL);
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if (enable_fullscreen)
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{
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// Save the current mode before going to fullscreen
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@ -1197,12 +1160,32 @@ void CFrame::DoFullscreen(bool enable_fullscreen)
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}
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}
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}
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else if (g_ActiveConfig.ExclusiveFullscreenEnabled())
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{
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if (!enable_fullscreen)
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DoExclusiveFullscreen(false);
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m_RenderFrame->ShowFullScreen(enable_fullscreen, wxFULLSCREEN_ALL);
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m_RenderFrame->Raise();
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if (enable_fullscreen)
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DoExclusiveFullscreen(true);
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}
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else
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{
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m_RenderFrame->ShowFullScreen(enable_fullscreen, wxFULLSCREEN_ALL);
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m_RenderFrame->Raise();
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}
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}
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g_Config.bFullscreen = enable_fullscreen;
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void CFrame::DoExclusiveFullscreen(bool enable_fullscreen)
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{
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if (!g_renderer || g_renderer->IsFullscreen() == enable_fullscreen)
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return;
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bool was_unpaused = Core::PauseAndLock(true);
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g_renderer->SetFullscreen(enable_fullscreen);
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Core::PauseAndLock(false, was_unpaused);
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}
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const CGameListCtrl* CFrame::GetGameListCtrl() const
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@ -105,7 +105,8 @@ public:
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void OnRenderParentMove(wxMoveEvent& event);
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bool RendererHasFocus();
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bool RendererIsFullscreen();
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void DoFullscreen(bool bF);
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void DoFullscreen(bool enable_fullscreen);
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void DoExclusiveFullscreen(bool enable_fullscreen);
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void ToggleDisplayMode(bool bFullscreen);
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static void ConnectWiimote(int wm_idx, bool connect);
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void UpdateTitle(const std::string& str);
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@ -787,12 +787,6 @@ void CFrame::DoStop()
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// waiting on inputs
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bool should_pause = !NetPlayDialog::GetNetPlayClient();
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// If exclusive fullscreen is not enabled then we can pause the emulation
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// before we've exited fullscreen. If not then we need to exit fullscreen first.
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should_pause =
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should_pause && (!RendererIsFullscreen() || !g_Config.ExclusiveFullscreenEnabled() ||
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SConfig::GetInstance().bRenderToMain);
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if (should_pause)
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{
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Core::SetState(Core::CORE_PAUSE);
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@ -292,7 +292,6 @@ enum
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IDM_WINDOW_SIZE_REQUEST,
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IDM_STOPPED,
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IDM_HOST_MESSAGE,
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IDM_FULLSCREEN_REQUEST,
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// Used for Host_ConnectWiimote()
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IDM_FORCE_CONNECT_WIIMOTE1,
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@ -452,13 +452,6 @@ void Host_RequestRenderWindowSize(int width, int height)
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main_frame->GetEventHandler()->AddPendingEvent(event);
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}
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void Host_RequestFullscreen(bool enable_fullscreen)
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{
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wxCommandEvent event(wxEVT_HOST_COMMAND, IDM_FULLSCREEN_REQUEST);
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event.SetInt(enable_fullscreen ? 1 : 0);
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main_frame->GetEventHandler()->AddPendingEvent(event);
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}
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void Host_SetStartupDebuggingParameters()
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{
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SConfig& StartUp = SConfig::GetInstance();
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@ -113,10 +113,6 @@ void Host_RequestRenderWindowSize(int width, int height)
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{
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}
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void Host_RequestFullscreen(bool enable_fullscreen)
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{
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}
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void Host_SetStartupDebuggingParameters()
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{
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SConfig& StartUp = SConfig::GetInstance();
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@ -8,6 +8,7 @@
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#include "Common/Logging/Log.h"
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#include "Common/MsgHandler.h"
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#include "Common/StringUtil.h"
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#include "Core/ConfigManager.h"
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#include "VideoBackends/D3D/D3DBase.h"
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#include "VideoBackends/D3D/D3DState.h"
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#include "VideoBackends/D3D/D3DTexture.h"
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@ -315,7 +316,8 @@ 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 =
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!SConfig::GetInstance().bFullscreen || g_ActiveConfig.bBorderlessFullscreen;
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DXGI_OUTPUT_DESC out_desc = {};
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output->GetDesc(&out_desc);
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@ -610,17 +612,11 @@ HRESULT SetFullscreenState(bool enable_fullscreen)
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return swapchain->SetFullscreenState(enable_fullscreen, nullptr);
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}
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HRESULT GetFullscreenState(bool* fullscreen_state)
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bool GetFullscreenState()
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{
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if (fullscreen_state == nullptr)
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{
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return E_POINTER;
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}
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BOOL state;
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HRESULT hr = swapchain->GetFullscreenState(&state, nullptr);
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*fullscreen_state = !!state;
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return hr;
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BOOL state = FALSE;
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swapchain->GetFullscreenState(&state, nullptr);
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return !!state;
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}
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} // namespace D3D
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@ -75,7 +75,7 @@ bool BGRATexturesSupported();
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unsigned int GetMaxTextureSize();
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HRESULT SetFullscreenState(bool enable_fullscreen);
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HRESULT GetFullscreenState(bool* fullscreen_state);
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bool GetFullscreenState();
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// This function will assign a name to the given resource.
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// The DirectX debug layer will make it easier to identify resources that way,
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@ -851,8 +851,6 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight,
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SetWindowSize(fbStride, fbHeight);
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const bool windowResized = 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 xfbchanged = s_last_xfb_mode != g_ActiveConfig.bUseRealXFB;
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@ -869,33 +867,9 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight,
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// Flip/present backbuffer to frontbuffer here
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D3D::Present();
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// Check exclusive 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 && !exclusive_mode)
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{
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if (g_Config.bExclusiveMode)
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OSD::AddMessage("Lost exclusive fullscreen.");
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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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g_Config.bExclusiveMode = false;
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}
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else if (!fullscreen && 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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}
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// Resize the back buffers NOW to avoid flickering
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if (CalculateTargetSize(s_backbuffer_width, s_backbuffer_height) || xfbchanged || windowResized ||
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fullscreen_changed || s_last_efb_scale != g_ActiveConfig.iEFBScale ||
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s_last_efb_scale != g_ActiveConfig.iEFBScale ||
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s_last_multisamples != g_ActiveConfig.iMultisamples ||
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s_last_stereo_mode != (g_ActiveConfig.iStereoMode > 0))
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{
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@ -903,23 +877,8 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight,
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s_last_multisamples = g_ActiveConfig.iMultisamples;
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PixelShaderCache::InvalidateMSAAShaders();
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if (windowResized || fullscreen_changed)
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if (windowResized)
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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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g_Config.bExclusiveMode = fullscreen;
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if (fullscreen)
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OSD::AddMessage("Entered exclusive fullscreen.");
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D3D::SetFullscreenState(fullscreen);
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// If fullscreen is disabled we can safely notify the UI to exit fullscreen.
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if (!g_ActiveConfig.bFullscreen)
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Host_RequestFullscreen(false);
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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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@ -1291,4 +1250,14 @@ void Renderer::BlitScreen(TargetRectangle src, TargetRectangle dst, D3DTexture2D
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}
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}
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void Renderer::SetFullscreen(bool enable_fullscreen)
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{
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D3D::SetFullscreenState(enable_fullscreen);
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}
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bool Renderer::IsFullscreen() const
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{
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return D3D::GetFullscreenState();
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}
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} // namespace DX11
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@ -25,6 +25,8 @@ public:
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void SetSamplerState(int stage, int texindex, bool custom_tex) override;
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void SetInterlacingMode() override;
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void SetViewport() override;
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void SetFullscreen(bool enable_fullscreen) override;
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bool IsFullscreen() const override;
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// TODO: Fix confusing names (see ResetAPIState and RestoreAPIState)
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void ApplyState(bool bUseDstAlpha) override;
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@ -871,12 +871,11 @@ HRESULT SetFullscreenState(bool enable_fullscreen)
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return S_OK;
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}
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HRESULT GetFullscreenState(bool* fullscreen_state)
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bool GetFullscreenState()
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{
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// Fullscreen exclusive intentionally not supported in DX12 backend. No performance
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// difference between it and windowed full-screen due to usage of a FLIP swap chain.
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*fullscreen_state = false;
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return S_OK;
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return false;
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}
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} // namespace D3D
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@ -124,7 +124,7 @@ const std::string VertexShaderVersionString();
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unsigned int GetMaxTextureSize();
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HRESULT SetFullscreenState(bool enable_fullscreen);
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HRESULT GetFullscreenState(bool* fullscreen_state);
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bool GetFullscreenState();
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// This function will assign a name to the given resource.
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// The DirectX debug layer will make it easier to identify resources that way,
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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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@ -72,6 +72,8 @@ public:
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virtual void SetSamplerState(int stage, int texindex, bool custom_tex) {}
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virtual void SetInterlacingMode() {}
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virtual void SetViewport() {}
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virtual void SetFullscreen(bool enable_fullscreen) {}
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virtual bool IsFullscreen() const { return false; }
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virtual void ApplyState(bool bUseDstAlpha) {}
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virtual void RestoreState() {}
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virtual void ResetAPIState() {}
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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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