mirror of https://github.com/PCSX2/pcsx2.git
GSdx: Fix some vsync enable bugs. Add "GSsetExclusive" API, which is meant to be a hint for setting exclusive fullscreen mode in DX10 (no plans to support it in DX9 due to complications that would require significant changes to DX9 resource management).
I don't have DX10 so this is (as usual!) untested. I'll be adding support for it to PCSX2 soon. git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2301 96395faa-99c1-11dd-bbfe-3dabce05a288
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3092808d04
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@ -41,6 +41,7 @@ static uint8* s_basemem = NULL;
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static int s_renderer = -1;
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static bool s_framelimit = true;
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static bool s_vsync = false;
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static bool s_exclusive = true;
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EXPORT_C_(uint32) PS2EgetLibType()
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{
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@ -240,8 +241,6 @@ static INT32 _GSopen(void* dsp, char* title, int renderer)
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EXPORT_C_(INT32) GSopen2( void* dsp, INT32 flags )
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{
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theApp.SetConfig("windowed", flags & 1);
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int renderer = theApp.GetConfig("renderer", 0);
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if( flags & 4 )
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{
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@ -258,6 +257,8 @@ EXPORT_C_(INT32) GSopen(void* dsp, char* title, int mt)
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{
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int renderer;
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s_vsync = !!theApp.GetConfig("vsync", 0);
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if(mt == 2)
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{
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// pcsx2 sent a switch renderer request
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@ -463,6 +464,13 @@ EXPORT_C GSsetVsync(int enabled)
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s_gs->SetVsync(s_vsync);
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}
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EXPORT_C GSsetExclusive(int enabled)
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{
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s_exclusive = !!enabled;
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if( s_gs )
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s_gs->SetVsync(s_vsync);
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}
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EXPORT_C GSsetFrameLimit(int limit)
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{
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s_framelimit = !!limit;
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@ -66,18 +66,19 @@ bool GSDevice10::Create(GSWnd* wnd)
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scd.OutputWindow = (HWND)m_wnd->GetHandle();
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scd.SampleDesc.Count = 1;
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scd.SampleDesc.Quality = 0;
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scd.Windowed = !!theApp.GetConfig("windowed", 1);
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// Crashes when 2 threads work on the swapchain, as in pcsx2/wx when it provides us
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// an external window handle (which could be attached to any thread other than the GS one).
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// (but if we're managing our own window then it's safe to enable)
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// Always start in Windowed mode. According to MS, DXGI just "prefers" this, and it's more or less
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// required if we want to add support for dual displays later on. The fullscreen/exclusive flip
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// will be issued after all other initializations are complete.
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// NOTE : This flag can be enabled for both managed and unmanaged windows, as soon as
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// PCSX2-side properly implements DXGIFactory mess to disable the internal alt-enter crap
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// that DirectX10 forces upon us (and thus causes threading issues because the window
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// message pump isn't on the same thread as the MTGS).
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scd.Windowed = TRUE;
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uint32 flags = /*m_wnd->IsManaged() ?*/ D3D10_CREATE_DEVICE_SINGLETHREADED /*: 0*/;
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// NOTE : D3D10_CREATE_DEVICE_SINGLETHREADED
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// This flag is safe as long as the DXGI's internal message pump is disabled or is on the
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// same thread as the GS window (which the emulator makes sure of, if it utilizes a
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// multithreaded GS). Setting the flag is a nice and easy 5% speedup on GS-intensive scenes.
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uint32 flags = D3D10_CREATE_DEVICE_SINGLETHREADED;
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#ifdef DEBUG
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flags |= D3D10_CREATE_DEVICE_DEBUG;
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@ -264,7 +265,13 @@ bool GSDevice10::Create(GSWnd* wnd)
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m_dev->CreateBlendState(&blend, &m_date.bs);
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//
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// Exclusive/Fullscreen flip, issued for legacy (managed) windows only. GSopen2 style
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// emulators will issue the flip themselves later on.
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if(m_wnd->IsManaged())
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{
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SetExclusive( !theApp.GetConfig("windowed", 1) );
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}
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return true;
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}
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@ -289,6 +296,25 @@ bool GSDevice10::Reset(int w, int h)
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return true;
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}
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void GSDevice10::SetExclusive(bool isExcl)
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{
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if(!m_swapchain) return;
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// TODO : Support for alternative display modes, by finishing this code below:
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// Video mode info should be pulled form config/ini.
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/*DXGI_MODE_DESC desc;
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memset(&desc, 0, sizeof(desc));
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desc.RefreshRate = 0; // must be zero for best results.
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m_swapchain->ResizeTarget(&desc);
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*/
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HRESULT hr = m_swapchain->SetFullscreenState( isExcl, NULL );
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if(hr == DXGI_ERROR_NOT_CURRENTLY_AVAILABLE)
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fprintf(stderr, "(GSdx10) SetExclusive(%s) failed; request unavailable.", isExcl ? "true" : "false");
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}
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void GSDevice10::Flip()
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{
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m_swapchain->Present(m_vsync, 0);
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@ -115,6 +115,8 @@ public:
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GSDevice10();
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virtual ~GSDevice10();
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void SetExclusive(bool isExcl);
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bool Create(GSWnd* wnd);
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bool CreateTextureFX();
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bool Reset(int w, int h);
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@ -66,6 +66,7 @@ bool GSDevice11::Create(GSWnd* wnd)
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scd.OutputWindow = (HWND)m_wnd->GetHandle();
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scd.SampleDesc.Count = 1;
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scd.SampleDesc.Quality = 0;
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scd.Windowed = TRUE;
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uint32 flags = D3D11_CREATE_DEVICE_SINGLETHREADED;
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@ -256,6 +257,11 @@ bool GSDevice11::Create(GSWnd* wnd)
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//
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if(m_wnd->IsManaged())
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{
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SetExclusive( !theApp.GetConfig("windowed", 1) );
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}
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return true;
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}
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@ -279,6 +285,25 @@ bool GSDevice11::Reset(int w, int h)
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return true;
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}
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void GSDevice11::SetExclusive(bool isExcl)
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{
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if(!m_swapchain) return;
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// TODO : Support for alternative display modes, by finishing this code below:
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// Video mode info should be pulled form config/ini.
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/*DXGI_MODE_DESC desc;
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memset(&desc, 0, sizeof(desc));
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desc.RefreshRate = 0; // must be zero for best results.
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m_swapchain->ResizeTarget(&desc);
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*/
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HRESULT hr = m_swapchain->SetFullscreenState( isExcl, NULL );
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if(hr == DXGI_ERROR_NOT_CURRENTLY_AVAILABLE)
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fprintf(stderr, "(GSdx10) SetExclusive(%s) failed; request unavailable.", isExcl ? "true" : "false");
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}
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void GSDevice11::Flip()
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{
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m_swapchain->Present(m_vsync, 0);
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@ -122,6 +122,8 @@ public:
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bool Reset(int w, int h);
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void Flip();
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void SetExclusive(bool isExcl);
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void DrawPrimitive();
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void ClearRenderTarget(GSTexture* t, const GSVector4& c);
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@ -246,7 +246,7 @@ bool GSDevice9::Reset(int w, int h)
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HRESULT hr;
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int mode = theApp.GetConfig("windowed", 1) ? Windowed : Fullscreen;
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int mode = (!m_wnd->IsManaged() || theApp.GetConfig("windowed", 1)) ? Windowed : Fullscreen;
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if(mode == DontCare)
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{
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mode = m_pp.Windowed ? Windowed : Fullscreen;
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@ -300,7 +300,7 @@ bool GSDevice9::Reset(int w, int h)
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if(m_vsync)
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{
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m_pp.PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT;
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m_pp.PresentationInterval = D3DPRESENT_INTERVAL_ONE; // was D3DPRESENT_INTERVAL_DEFAULT, but ONE is like more "forceful"!
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}
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// m_pp.Flags |= D3DPRESENTFLAG_VIDEO; // enables tv-out (but I don't think anyone would still use a regular tv...)
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@ -309,7 +309,7 @@ bool GSDevice9::Reset(int w, int h)
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int mh = theApp.GetConfig("ModeHeight", 0);
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int mrr = theApp.GetConfig("ModeRefreshRate", 0);
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if(mode == Fullscreen && mw > 0 && mh > 0 && mrr >= 0)
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if(!m_wnd->IsManaged() && mode == Fullscreen && mw > 0 && mh > 0 && mrr >= 0)
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{
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m_pp.Windowed = FALSE;
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m_pp.BackBufferWidth = mw;
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@ -98,6 +98,7 @@ public:
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void SetAspectRatio(int aspect) { m_aspectratio = aspect; }
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void SetVsync(bool enabled);
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void SetFrameLimit(bool limit);
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virtual void SetExclusive(bool isExcl) {}
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// TODO : Implement proper locking here *if needed* (not sure yet if it is) --air
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uint8* GetTextureBufferLock() { return m_tex_buff; }
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@ -35,6 +35,7 @@ EXPORTS
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GSsetFrameSkip
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GSsetFrameLimit
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GSsetVsync
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GSsetExclusive
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GSgetLastTag
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GSReplay
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GSBenchmark
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