Merge pull request #4443 from Armada651/exclusive-ui

D3D: Move exclusive mode switching to UI thread.
This commit is contained in:
Jules Blok
2016-11-14 01:45:07 +01:00
committed by GitHub
20 changed files with 54 additions and 138 deletions

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@ -8,6 +8,7 @@
#include "Common/Logging/Log.h"
#include "Common/MsgHandler.h"
#include "Common/StringUtil.h"
#include "Core/ConfigManager.h"
#include "VideoBackends/D3D/D3DBase.h"
#include "VideoBackends/D3D/D3DState.h"
#include "VideoBackends/D3D/D3DTexture.h"
@ -315,7 +316,8 @@ HRESULT Create(HWND wnd)
swap_chain_desc.OutputWindow = wnd;
swap_chain_desc.SampleDesc.Count = 1;
swap_chain_desc.SampleDesc.Quality = 0;
swap_chain_desc.Windowed = !g_Config.bFullscreen;
swap_chain_desc.Windowed =
!SConfig::GetInstance().bFullscreen || g_ActiveConfig.bBorderlessFullscreen;
DXGI_OUTPUT_DESC out_desc = {};
output->GetDesc(&out_desc);
@ -610,17 +612,11 @@ HRESULT SetFullscreenState(bool enable_fullscreen)
return swapchain->SetFullscreenState(enable_fullscreen, nullptr);
}
HRESULT GetFullscreenState(bool* fullscreen_state)
bool GetFullscreenState()
{
if (fullscreen_state == nullptr)
{
return E_POINTER;
}
BOOL state;
HRESULT hr = swapchain->GetFullscreenState(&state, nullptr);
*fullscreen_state = !!state;
return hr;
BOOL state = FALSE;
swapchain->GetFullscreenState(&state, nullptr);
return !!state;
}
} // namespace D3D

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@ -75,7 +75,7 @@ bool BGRATexturesSupported();
unsigned int GetMaxTextureSize();
HRESULT SetFullscreenState(bool enable_fullscreen);
HRESULT GetFullscreenState(bool* fullscreen_state);
bool GetFullscreenState();
// This function will assign a name to the given resource.
// 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,
SetWindowSize(fbStride, fbHeight);
const bool windowResized = CheckForResize();
const bool fullscreen = g_ActiveConfig.bFullscreen && !g_ActiveConfig.bBorderlessFullscreen &&
!SConfig::GetInstance().bRenderToMain;
bool xfbchanged = s_last_xfb_mode != g_ActiveConfig.bUseRealXFB;
@ -869,33 +867,9 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight,
// Flip/present backbuffer to frontbuffer here
D3D::Present();
// Check exclusive fullscreen state
bool exclusive_mode, fullscreen_changed = false;
if (SUCCEEDED(D3D::GetFullscreenState(&exclusive_mode)))
{
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 && exclusive_mode)
{
// Exclusive fullscreen is disabled, but we're still in exclusive mode.
fullscreen_changed = true;
}
}
// Resize the back buffers NOW to avoid flickering
if (CalculateTargetSize(s_backbuffer_width, s_backbuffer_height) || xfbchanged || windowResized ||
fullscreen_changed || s_last_efb_scale != g_ActiveConfig.iEFBScale ||
s_last_efb_scale != g_ActiveConfig.iEFBScale ||
s_last_multisamples != g_ActiveConfig.iMultisamples ||
s_last_stereo_mode != (g_ActiveConfig.iStereoMode > 0))
{
@ -903,23 +877,8 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight,
s_last_multisamples = g_ActiveConfig.iMultisamples;
PixelShaderCache::InvalidateMSAAShaders();
if (windowResized || fullscreen_changed)
if (windowResized)
{
// 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);
@ -1291,4 +1250,14 @@ void Renderer::BlitScreen(TargetRectangle src, TargetRectangle dst, D3DTexture2D
}
}
void Renderer::SetFullscreen(bool enable_fullscreen)
{
D3D::SetFullscreenState(enable_fullscreen);
}
bool Renderer::IsFullscreen() const
{
return D3D::GetFullscreenState();
}
} // namespace DX11

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@ -25,6 +25,8 @@ public:
void SetSamplerState(int stage, int texindex, bool custom_tex) override;
void SetInterlacingMode() override;
void SetViewport() override;
void SetFullscreen(bool enable_fullscreen) override;
bool IsFullscreen() const override;
// TODO: Fix confusing names (see ResetAPIState and RestoreAPIState)
void ApplyState(bool bUseDstAlpha) override;

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@ -871,12 +871,11 @@ HRESULT SetFullscreenState(bool enable_fullscreen)
return S_OK;
}
HRESULT GetFullscreenState(bool* fullscreen_state)
bool GetFullscreenState()
{
// Fullscreen exclusive intentionally not supported in DX12 backend. No performance
// difference between it and windowed full-screen due to usage of a FLIP swap chain.
*fullscreen_state = false;
return S_OK;
return false;
}
} // namespace D3D

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@ -124,7 +124,7 @@ const std::string VertexShaderVersionString();
unsigned int GetMaxTextureSize();
HRESULT SetFullscreenState(bool enable_fullscreen);
HRESULT GetFullscreenState(bool* fullscreen_state);
bool GetFullscreenState();
// This function will assign a name to the given resource.
// 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
SetWindowSize(fb_stride, fb_height);
const bool window_resized = CheckForResize();
const bool fullscreen = g_ActiveConfig.bFullscreen && !g_ActiveConfig.bBorderlessFullscreen &&
!SConfig::GetInstance().bRenderToMain;
bool xfb_changed = s_last_xfb_mode != g_ActiveConfig.bUseRealXFB;