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https://github.com/RetroDECK/ES-DE.git
synced 2024-11-22 06:05:38 +00:00
(Windows) Changed the fullscreen mode to SDL_WINDOW_BORDERLESS.
Also removed the 'AMD and Intel GPU game launch workaround' menu option.
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@ -1082,12 +1082,7 @@ void FileData::launchGame(Window* window)
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// swapBuffers() is called here to turn the screen black to eliminate some potential
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// flickering and to avoid showing the game launch message briefly when returning
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// from the game.
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#if defined(_WIN64)
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if (!(Settings::getInstance()->getBool("LaunchWorkaround") || runInBackground))
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#else
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if (!runInBackground)
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#endif
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Renderer::swapBuffers();
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Scripting::fireEvent("game-start", romPath, getSourceFileData()->metadata.get("name"),
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@ -986,28 +986,6 @@ void GuiMenu::openOtherOptions()
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}
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});
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#if defined(_WIN64)
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// Workaround for launching games on AMD and Intel graphics drivers.
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auto launch_workaround = std::make_shared<SwitchComponent>(mWindow);
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launch_workaround->setState(Settings::getInstance()->getBool("LaunchWorkaround"));
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s->addWithLabel("AMD AND INTEL GPU GAME LAUNCH WORKAROUND", launch_workaround);
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s->addSaveFunc([launch_workaround, s] {
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if (launch_workaround->getState() != Settings::getInstance()->getBool("LaunchWorkaround")) {
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Settings::getInstance()->setBool("LaunchWorkaround", launch_workaround->getState());
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s->setNeedsSaving();
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}
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});
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// If the RunInBackground setting is enabled, then gray out this option.
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if (Settings::getInstance()->getBool("RunInBackground")) {
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launch_workaround->setEnabled(false);
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launch_workaround->setOpacity(DISABLED_OPACITY);
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launch_workaround->getParent()
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->getChild(launch_workaround->getChildIndex() - 1)
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->setOpacity(DISABLED_OPACITY);
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}
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#endif
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#if defined(VIDEO_HW_DECODING)
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// Whether to enable hardware decoding for the FFmpeg video player.
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auto video_hardware_decoding = std::make_shared<SwitchComponent>(mWindow);
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@ -1173,27 +1151,6 @@ void GuiMenu::openOtherOptions()
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});
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#endif
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#if defined(_WIN64)
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// Switch callback.
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auto launchWorkaroundToggleFunc = [launch_workaround]() {
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if (launch_workaround->getEnabled()) {
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launch_workaround->setEnabled(false);
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launch_workaround->setOpacity(DISABLED_OPACITY);
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launch_workaround->getParent()
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->getChild(launch_workaround->getChildIndex() - 1)
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->setOpacity(DISABLED_OPACITY);
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}
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else {
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launch_workaround->setEnabled(true);
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launch_workaround->setOpacity(255);
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launch_workaround->getParent()
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->getChild(launch_workaround->getChildIndex() - 1)
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->setOpacity(255);
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}
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};
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run_in_background->setCallback(launchWorkaroundToggleFunc);
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#endif
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s->setSize(mSize);
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mWindow->pushGui(s);
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}
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@ -169,26 +169,21 @@ int launchGameWindows(const std::wstring& cmd_utf16, bool runInBackground, bool
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int width{};
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int height{};
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if (Settings::getInstance()->getBool("LaunchWorkaround")) {
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// Hack to make the emulator window render correctly with some graphics drivers
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// when running at full screen resolution. This is probably only an issue with AMD
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// and Intel drivers as Nvidia and software drivers like LLVMpipe work fine without
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// this workaround. If not used on affected drivers the emulator window will simply
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// be black although the emulator actually works and outputs sounds, accepts input etc.
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// There is a white flash the first time an emulator is started during the program
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// session and a white single-pixel line will be visible at the bottom of the screen
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// when the emulator is loading but it's at least a tolerable workaround.
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// Hack to make the emulator window render correctly when launching games while running in
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// full screen mode. If not done, the emulator window will simply be black although the
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// game actually works and outputs sounds, accepts input etc. There is sometimes a white
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// flash the first time an emulator is started during the program session and a white
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// single-pixel line will be visible at the bottom of the screen while the game is loading.
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// But it's at least a tolerable workaround.
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SDL_GetWindowSize(Renderer::getSDLWindow(), &width, &height);
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SDL_SetWindowSize(Renderer::getSDLWindow(), width, height - 1);
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SDL_Delay(100);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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Renderer::swapBuffers();
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}
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WaitForSingleObject(pi.hThread, INFINITE);
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WaitForSingleObject(pi.hProcess, INFINITE);
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if (Settings::getInstance()->getBool("LaunchWorkaround"))
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SDL_SetWindowSize(Renderer::getSDLWindow(), width, height);
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}
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@ -233,9 +233,6 @@ void Settings::setDefaults()
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mBoolMap["VSyncWorkaround"] = {true, true};
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#endif
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mBoolMap["RunInBackground"] = {false, false};
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#if defined(_WIN64)
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mBoolMap["LaunchWorkaround"] = {true, true};
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#endif
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#if defined(VIDEO_HW_DECODING)
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mBoolMap["VideoHardwareDecoding"] = {false, false};
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#endif
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@ -159,36 +159,37 @@ namespace Renderer
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SDL_SetHint(SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR, "0");
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#endif
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#if defined(__APPLE__) || defined(__unix__)
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bool userResolution = false;
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// Check if the user has changed the resolution from the command line.
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if (windowWidth != displayMode.w || windowHeight != displayMode.h)
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userResolution = true;
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// Not sure if this could be a useful setting for some users.
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// SDL_SetHint(SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES, "0");
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#endif
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unsigned int windowFlags;
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setupWindow();
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#if defined(_WIN64)
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// For Windows, always set the mode to windowed as full screen mode seems to behave quite
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// erratic. There may be a proper fix for this, but for now windowed mode seems to behave
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// well and it's almost completely seamless, especially with a hidden taskbar.
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// For Windows we use SDL_WINDOW_BORDERLESS as "real" full screen doesn't work properly.
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// The borderless mode seems to behave well and it's almost completely seamless, especially
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// with a hidden taskbar.
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if (!userResolution)
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windowFlags = SDL_WINDOW_BORDERLESS | getWindowFlags();
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else
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// If the resolution has been manually set from the command line, then keep the border.
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windowFlags = getWindowFlags();
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#elif defined(__APPLE__)
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// Not sure if this could be a useful setting.
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// SDL_SetHint(SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES, "0");
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// The SDL_WINDOW_BORDERLESS mode seems to be the only mode that somehow works on macOS
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// as a real fullscreen mode will do lots of weird stuff like preventing window switching
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// or refusing to let emulators run at all. SDL_WINDOW_FULLSCREEN_DESKTOP almost works, but
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// it "shuffles" windows when starting the emulator and won't return properly when the game
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// has exited. With SDL_WINDOW_BORDERLESS some emulators (like RetroArch) have to be
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// configured to run in fullscreen mode or switching to its window will not work when a
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// game is launched. So there is room for improvement although it's acceptable for now.
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// configured to run in fullscreen mode or switching to its window will not work, but
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// apart from that this mode works fine.
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if (!userResolution)
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windowFlags = SDL_WINDOW_BORDERLESS | SDL_WINDOW_ALLOW_HIGHDPI | getWindowFlags();
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else
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// If the user has changed the resolution from the command line, then add a
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// border to the window.
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windowFlags = SDL_WINDOW_ALLOW_HIGHDPI | getWindowFlags();
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#else
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if (!userResolution)
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