VideoConfig: Remove fullscreen flags.

These weren't actually settings, they were used as a bad way to communicate with the GPU thread.
This commit is contained in:
Jules Blok 2016-11-09 01:09:40 +01:00
parent c21efa0cad
commit 0a194f8a3e
5 changed files with 1 additions and 11 deletions

View File

@ -211,8 +211,6 @@ void DolphinAnalytics::MakePerGameBuilder()
builder.AddData("cfg-gfx-realxfb", g_Config.RealXFBEnabled());
builder.AddData("cfg-gfx-virtualxfb", g_Config.VirtualXFBEnabled());
builder.AddData("cfg-gfx-vsync", g_Config.bVSync);
builder.AddData("cfg-gfx-fullscreen", g_Config.bFullscreen);
builder.AddData("cfg-gfx-exclusive-mode", g_Config.bExclusiveMode);
builder.AddData("cfg-gfx-aspect-ratio", g_Config.iAspectRatio);
builder.AddData("cfg-gfx-efb-access", g_Config.bEFBAccessEnable);
builder.AddData("cfg-gfx-efb-scale", g_Config.iEFBScale);

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@ -315,7 +315,7 @@ 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 = TRUE;
DXGI_OUTPUT_DESC out_desc = {};
output->GetDesc(&out_desc);

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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;

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@ -31,10 +31,6 @@ VideoConfig::VideoConfig()
{
bRunning = false;
// Exclusive fullscreen flags
bFullscreen = false;
bExclusiveMode = false;
// Needed for the first frame, I think
fAspectRatioHackW = 1;
fAspectRatioHackH = 1;

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@ -63,8 +63,6 @@ struct VideoConfig final
// General
bool bVSync;
bool bFullscreen;
bool bExclusiveMode;
bool bRunning;
bool bWidescreenHack;
int iAspectRatio;