D3D: Add exclusive fullscreen support.

This commit is contained in:
Jules Blok
2014-06-18 15:04:23 +02:00
parent d72375fdfa
commit 77bc879384
5 changed files with 14 additions and 2 deletions

View File

@ -42,6 +42,8 @@ static u32 s_LastAA = 0;
static Television s_television;
static bool s_LastFS = false;
ID3D11Buffer* access_efb_cbuf = nullptr;
ID3D11BlendState* clearblendstates[4] = {nullptr};
ID3D11DepthStencilState* cleardepthstates[3] = {nullptr};
@ -936,6 +938,8 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbHeight,const EFBRectangl
SetWindowSize(fbWidth, fbHeight);
const bool windowResized = CheckForResize();
const bool fullscreen = g_ActiveConfig.bFullscreen;
const bool fsChanged = s_LastFS != fullscreen;
bool xfbchanged = false;
@ -954,13 +958,15 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbHeight,const EFBRectangl
// resize the back buffers NOW to avoid flickering
if (xfbchanged ||
windowResized ||
fsChanged ||
s_LastEFBScale != g_ActiveConfig.iEFBScale ||
s_LastAA != g_ActiveConfig.iMultisampleMode)
{
s_LastAA = g_ActiveConfig.iMultisampleMode;
s_LastFS = g_ActiveConfig.bFullscreen;
PixelShaderCache::InvalidateMSAAShaders();
if (windowResized)
if (windowResized || fsChanged)
{
// TODO: Aren't we still holding a reference to the back buffer right now?
D3D::Reset();