summaryrefslogtreecommitdiff
path: root/Source/Core/VideoBackends/D3D/Render.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'Source/Core/VideoBackends/D3D/Render.cpp')
-rw-r--r--Source/Core/VideoBackends/D3D/Render.cpp21
1 files changed, 12 insertions, 9 deletions
diff --git a/Source/Core/VideoBackends/D3D/Render.cpp b/Source/Core/VideoBackends/D3D/Render.cpp
index 40b431871b..8311310fb1 100644
--- a/Source/Core/VideoBackends/D3D/Render.cpp
+++ b/Source/Core/VideoBackends/D3D/Render.cpp
@@ -42,7 +42,7 @@ static u32 s_LastAA = 0;
static Television s_television;
-static bool s_LastFS = false;
+static bool s_last_fullscreen_mode = false;
ID3D11Buffer* access_efb_cbuf = nullptr;
ID3D11BlendState* clearblendstates[4] = {nullptr};
@@ -940,13 +940,16 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbHeight,const EFBRectangl
const bool windowResized = CheckForResize();
const bool fullscreen = g_ActiveConfig.bFullscreen;
- bool fsChanged = s_LastFS != fullscreen;
+ bool fullscreen_changed = s_last_fullscreen_mode != fullscreen;
- BOOL fsState;
- if (SUCCEEDED(D3D::swapchain->GetFullscreenState(&fsState, nullptr)) && !!fsState != fullscreen)
+ BOOL fullscreen_state;
+ if (SUCCEEDED(D3D::swapchain->GetFullscreenState(&fullscreen_state, nullptr)))
{
- // We should be in fullscreen, but we're not. Restore it when we regain focus.
- fsChanged = Host_RendererHasFocus();
+ if (!!fullscreen_state != fullscreen)
+ {
+ // We should be in fullscreen, but we're not. Restore it when we regain focus.
+ fullscreen_changed = Host_RendererHasFocus();
+ }
}
bool xfbchanged = false;
@@ -966,15 +969,15 @@ void Renderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbHeight,const EFBRectangl
// resize the back buffers NOW to avoid flickering
if (xfbchanged ||
windowResized ||
- fsChanged ||
+ fullscreen_changed ||
s_LastEFBScale != g_ActiveConfig.iEFBScale ||
s_LastAA != g_ActiveConfig.iMultisampleMode)
{
s_LastAA = g_ActiveConfig.iMultisampleMode;
- s_LastFS = g_ActiveConfig.bFullscreen;
+ s_last_fullscreen_mode = fullscreen;
PixelShaderCache::InvalidateMSAAShaders();
- if (windowResized || fsChanged)
+ if (windowResized || fullscreen_changed)
{
// TODO: Aren't we still holding a reference to the back buffer right now?
D3D::Reset();