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Merge branch 'main' into 12.0-development
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@@ -44,6 +44,8 @@
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#if defined(LOVE_WINDOWS)
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#include <windows.h>
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#include <dwmapi.h>
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#include <VersionHelpers.h>
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#elif defined(LOVE_MACOS)
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#include "common/macos.h"
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#endif
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@@ -1176,7 +1178,59 @@ bool Window::isMinimized() const
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void Window::swapBuffers()
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{
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if (glcontext)
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{
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#ifdef LOVE_WINDOWS
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bool useDwmFlush = false;
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int swapInterval = getVSync();
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// https://github.com/love2d/love/issues/1628
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// VSync can interact badly with Windows desktop composition (DWM) in windowed mode. DwmFlush can be used instead
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// of vsync, but it's much less flexible so we're very conservative here with where it's used:
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// - It won't work with exclusive or desktop fullscreen.
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// - DWM refreshes don't always match the refresh rate of the monitor the window is in (or the requested swap
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// interval), so we only use it when they do match.
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// - The user may force GL vsync, and DwmFlush shouldn't be used together with GL vsync.
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if (context != nullptr && !settings.fullscreen && swapInterval == 1)
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{
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// Desktop composition is always enabled in Windows 8+. But DwmIsCompositionEnabled won't always return true...
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// (see DwmIsCompositionEnabled docs).
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BOOL compositionEnabled = IsWindows8OrGreater();
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if (compositionEnabled || (SUCCEEDED(DwmIsCompositionEnabled(&compositionEnabled)) && compositionEnabled))
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{
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DWM_TIMING_INFO info = {};
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info.cbSize = sizeof(DWM_TIMING_INFO);
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double dwmRefreshRate = 0;
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if (SUCCEEDED(DwmGetCompositionTimingInfo(nullptr, &info)))
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dwmRefreshRate = (double)info.rateRefresh.uiNumerator / (double)info.rateRefresh.uiDenominator;
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SDL_DisplayMode dmode = {};
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int displayindex = SDL_GetWindowDisplayIndex(window);
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if (displayindex >= 0)
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SDL_GetCurrentDisplayMode(displayindex, &dmode);
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if (dmode.refresh_rate > 0 && dwmRefreshRate > 0 && (fabs(dmode.refresh_rate - dwmRefreshRate) < 2))
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{
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SDL_GL_SetSwapInterval(0);
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if (SDL_GL_GetSwapInterval() == 0)
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useDwmFlush = true;
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else
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SDL_GL_SetSwapInterval(swapInterval);
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}
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}
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}
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#endif
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SDL_GL_SwapWindow(window);
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#ifdef LOVE_WINDOWS
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if (useDwmFlush)
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{
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DwmFlush();
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SDL_GL_SetSwapInterval(swapInterval);
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}
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#endif
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}
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}
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bool Window::hasFocus() const
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