Merge pull request #1894 from Armada651/exclusive-fix

D3D: Fix Dolphin immediately exiting exclusive fullscreen.
This commit is contained in:
Markus Wick
2015-01-19 23:29:43 +01:00
4 changed files with 34 additions and 23 deletions

View File

@ -862,7 +862,7 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, co
SetWindowSize(fbStride, fbHeight);
const bool windowResized = CheckForResize();
const bool fullscreen = g_ActiveConfig.bFullscreen &&
const bool fullscreen = g_ActiveConfig.bFullscreen && !g_ActiveConfig.bBorderlessFullscreen &&
!SConfig::GetInstance().m_LocalCoreStartupParameter.bRenderToMain;
bool xfbchanged = s_last_xfb_mode != g_ActiveConfig.bUseRealXFB;
@ -885,26 +885,21 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, co
{
if (fullscreen && !exclusive_mode)
{
if (g_Config.bExclusiveMode)
OSD::AddMessage("Lost exclusive fullscreen.");
// Exclusive fullscreen is enabled in the configuration, but we're
// not in exclusive mode. Either exclusive fullscreen was turned on
// or the render frame lost focus. When the render frame is in focus
// we can apply exclusive mode.
fullscreen_changed = Host_RendererHasFocus();
g_Config.bExclusiveMode = false;
}
else if (!fullscreen)
else if (!fullscreen && exclusive_mode)
{
if (exclusive_mode)
{
// Exclusive fullscreen is disabled, but we're still in exclusive mode.
fullscreen_changed = true;
}
else if (!g_ActiveConfig.bBorderlessFullscreen && Host_RendererIsFullscreen())
{
// Exclusive fullscreen is disabled and we are no longer in exclusive
// mode. Thus we can now safely notify the UI to exit fullscreen. But
// we should only do so if borderless fullscreen mode is disabled.
Host_RequestFullscreen(false);
}
// Exclusive fullscreen is disabled, but we're still in exclusive mode.
fullscreen_changed = true;
}
}
@ -924,8 +919,19 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, co
{
// Apply fullscreen state
if (fullscreen_changed)
{
g_Config.bExclusiveMode = fullscreen;
if (fullscreen)
OSD::AddMessage("Entered exclusive fullscreen.");
D3D::SetFullscreenState(fullscreen);
// If fullscreen is disabled we can safely notify the UI to exit fullscreen.
if (!g_ActiveConfig.bFullscreen)
Host_RequestFullscreen(false);
}
// TODO: Aren't we still holding a reference to the back buffer right now?
D3D::Reset();
SAFE_RELEASE(s_screenshot_texture);