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Frame: Use PauseAndLock when switching fullscreen modes.
This allows us to regain exclusive mode directly from OnActive().
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@ -525,6 +525,16 @@ void CFrame::OnActive(wxActivateEvent& event)
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{
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if (SConfig::GetInstance().bRenderToMain)
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m_RenderParent->SetFocus();
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else if (RendererIsFullscreen() && g_ActiveConfig.ExclusiveFullscreenEnabled())
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{
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// Regain exclusive mode if it was lost due to a focus change.
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if (g_renderer && !g_renderer->IsFullscreen())
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{
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bool was_unpaused = Core::PauseAndLock(true);
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g_renderer->SetFullscreen(true);
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Core::PauseAndLock(false, was_unpaused);
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}
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}
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if (SConfig::GetInstance().m_PauseOnFocusLost && Core::GetState() == Core::CORE_PAUSE)
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DoPause();
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@ -1118,13 +1128,10 @@ void CFrame::DoFullscreen(bool enable_fullscreen)
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{
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ToggleDisplayMode(enable_fullscreen);
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if (!enable_fullscreen && g_renderer)
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g_renderer->SetFullscreen(false);
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m_RenderFrame->ShowFullScreen(enable_fullscreen, wxFULLSCREEN_ALL);
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if (SConfig::GetInstance().bRenderToMain)
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{
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m_RenderFrame->ShowFullScreen(enable_fullscreen, wxFULLSCREEN_ALL);
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if (enable_fullscreen)
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{
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// Save the current mode before going to fullscreen
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@ -1166,12 +1173,29 @@ void CFrame::DoFullscreen(bool enable_fullscreen)
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}
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}
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}
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else
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else if (g_ActiveConfig.ExclusiveFullscreenEnabled())
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{
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if (g_renderer && !enable_fullscreen)
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{
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bool was_unpaused = Core::PauseAndLock(true);
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g_renderer->SetFullscreen(false);
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Core::PauseAndLock(false, was_unpaused);
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}
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m_RenderFrame->ShowFullScreen(enable_fullscreen, wxFULLSCREEN_ALL);
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m_RenderFrame->Raise();
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if (enable_fullscreen && g_renderer)
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if (g_renderer && enable_fullscreen)
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{
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bool was_unpaused = Core::PauseAndLock(true);
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g_renderer->SetFullscreen(true);
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Core::PauseAndLock(false, was_unpaused);
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}
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}
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else
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{
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m_RenderFrame->ShowFullScreen(enable_fullscreen, wxFULLSCREEN_ALL);
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m_RenderFrame->Raise();
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}
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}
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@ -5,7 +5,6 @@
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#include <cinttypes>
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#include <cmath>
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#include <memory>
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#include <mutex>
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#include <string>
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#include <strsafe.h>
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#include <unordered_map>
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@ -44,9 +43,6 @@ namespace DX11
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static u32 s_last_multisamples = 1;
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static bool s_last_stereo_mode = false;
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static bool s_last_xfb_mode = false;
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static bool s_last_exclusive_mode = false;
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static std::mutex s_critical_fullscreen;
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static Television s_television;
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@ -254,7 +250,6 @@ Renderer::Renderer(void*& window_handle)
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s_last_efb_scale = g_ActiveConfig.iEFBScale;
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s_last_stereo_mode = g_ActiveConfig.iStereoMode > 0;
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s_last_xfb_mode = g_ActiveConfig.bUseRealXFB;
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s_last_exclusive_mode = D3D::GetFullscreenState();
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CalculateTargetSize(s_backbuffer_width, s_backbuffer_height);
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PixelShaderManager::SetEfbScaleChanged();
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@ -872,15 +867,6 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight,
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// Flip/present backbuffer to frontbuffer here
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D3D::Present();
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// Check if we need to regain exclusive mode
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{
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std::lock_guard<std::mutex> lk(s_critical_fullscreen);
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const bool exclusive_mode = D3D::GetFullscreenState();
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if (s_last_exclusive_mode && !exclusive_mode && Host_RendererHasFocus())
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D3D::SetFullscreenState(true);
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}
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// Resize the back buffers NOW to avoid flickering
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if (CalculateTargetSize(s_backbuffer_width, s_backbuffer_height) || xfbchanged || windowResized ||
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s_last_efb_scale != g_ActiveConfig.iEFBScale ||
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@ -1266,9 +1252,12 @@ void Renderer::BlitScreen(TargetRectangle src, TargetRectangle dst, D3DTexture2D
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void Renderer::SetFullscreen(bool enable_fullscreen)
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{
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std::lock_guard<std::mutex> lk(s_critical_fullscreen);
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s_last_exclusive_mode = enable_fullscreen;
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D3D::SetFullscreenState(enable_fullscreen);
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}
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bool Renderer::IsFullscreen()
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{
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return D3D::GetFullscreenState();
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}
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} // namespace DX11
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@ -26,6 +26,7 @@ public:
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void SetInterlacingMode() override;
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void SetViewport() override;
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void SetFullscreen(bool enable_fullscreen) override;
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bool IsFullscreen() override;
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// TODO: Fix confusing names (see ResetAPIState and RestoreAPIState)
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void ApplyState(bool bUseDstAlpha) override;
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@ -73,6 +73,7 @@ public:
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virtual void SetInterlacingMode() {}
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virtual void SetViewport() {}
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virtual void SetFullscreen(bool enable_fullscreen) {}
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virtual bool IsFullscreen() { return false; }
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virtual void ApplyState(bool bUseDstAlpha) {}
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virtual void RestoreState() {}
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virtual void ResetAPIState() {}
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