diff --git a/plugins/GSdx/GSDevice10.cpp b/plugins/GSdx/GSDevice10.cpp index f3ae52052a..9b2856f633 100644 --- a/plugins/GSdx/GSDevice10.cpp +++ b/plugins/GSdx/GSDevice10.cpp @@ -56,16 +56,6 @@ bool GSDevice10::Create(GSWnd* wnd) memset(&scd, 0, sizeof(scd)); - // FIXME : Someone with a brain for DX10 and COM figure out how to make this IDXGIFactory - // call mess work. I fail at this stuff. Thanks! --air - - // Also... should this be GS plugin territory, or should we incorporate it into PCSX2? - // (I'm thinking a dynamic loading of the DXGI dll, and general invocation that way). - - //CComPtr pFactory; - //hr = CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)(&pFactory) ); - //pFactory->MakeWindowAssociation( (HWND)m_wnd->GetHandle(), DXGI_MWA_NO_WINDOW_CHANGES ); - scd.BufferCount = 2; scd.BufferDesc.Width = 1; scd.BufferDesc.Height = 1; @@ -82,8 +72,10 @@ bool GSDevice10::Create(GSWnd* wnd) // an external window handle (which could be attached to any thread other than the GS one). // (but if we're managing our own window then it's safe to enable) - // FIXME : Figure out a way to have this flag anyway, since it's a measurable speedup (may - // not be possible though). + // NOTE : This flag can be enabled for both managed and unmanaged windows, as soon as + // PCSX2-side properly implements DXGIFactory mess to disable the internal alt-enter crap + // that DirectX10 forces upon us (and thus causes threading issues because the window + // message pump isn't on the sae thread as the MTGS). uint32 flags = m_wnd->IsManaged() ? D3D10_CREATE_DEVICE_SINGLETHREADED : 0; diff --git a/plugins/GSdx/vsprops/common.vsprops b/plugins/GSdx/vsprops/common.vsprops index 1d6c20294a..d4e9aa2832 100644 --- a/plugins/GSdx/vsprops/common.vsprops +++ b/plugins/GSdx/vsprops/common.vsprops @@ -16,7 +16,7 @@ />