Merge remote-tracking branch 'origin/12.0-development' into vulkan

This commit is contained in:
niki
2022-08-15 03:43:35 +02:00
22 changed files with 204 additions and 72 deletions
+71 -6
View File
@@ -45,6 +45,8 @@
#if defined(LOVE_WINDOWS)
#include <windows.h>
#include <dwmapi.h>
#include <VersionHelpers.h>
#elif defined(LOVE_MACOS)
#include "common/macos.h"
#endif
@@ -53,10 +55,27 @@
#define APIENTRY
#endif
#ifndef SDL_HINT_WINDOWS_DPI_SCALING
#define SDL_HINT_WINDOWS_DPI_SCALING "SDL_WINDOWS_DPI_SCALING"
#endif
namespace love
{
namespace window
{
// See src/modules/window/Window.cpp.
void setHighDPIAllowedImplementation(bool enable)
{
#if defined(LOVE_WINDOWS)
// Windows uses a different API than SDL_WINDOW_ALLOW_HIGHDPI.
// This must be set before the video subsystem is initialized.
SDL_SetHint(SDL_HINT_WINDOWS_DPI_SCALING, enable ? "1" : "0");
#else
LOVE_UNUSED(enable);
#endif
}
namespace sdl
{
@@ -72,12 +91,6 @@ Window::Window()
, hasSDL203orEarlier(false)
, contextAttribs()
{
// Windows uses a different API than SDL_WINDOW_ALLOW_HIGHDPI.
#if defined(LOVE_WINDOWS) && defined(SDL_HINT_WINDOWS_DPI_SCALING)
// This must be set before the video subsystem is initialized.
SDL_SetHint(SDL_HINT_WINDOWS_DPI_SCALING, isHighDPIAllowed() ? "1" : "0");
#endif
if (SDL_InitSubSystem(SDL_INIT_VIDEO) < 0)
throw love::Exception("Could not initialize SDL video subsystem (%s)", SDL_GetError());
@@ -1183,7 +1196,59 @@ bool Window::isMinimized() const
void Window::swapBuffers()
{
if (glcontext)
{
#ifdef LOVE_WINDOWS
bool useDwmFlush = false;
int swapInterval = getVSync();
// https://github.com/love2d/love/issues/1628
// VSync can interact badly with Windows desktop composition (DWM) in windowed mode. DwmFlush can be used instead
// of vsync, but it's much less flexible so we're very conservative here with where it's used:
// - It won't work with exclusive or desktop fullscreen.
// - DWM refreshes don't always match the refresh rate of the monitor the window is in (or the requested swap
// interval), so we only use it when they do match.
// - The user may force GL vsync, and DwmFlush shouldn't be used together with GL vsync.
if (!settings.fullscreen && swapInterval == 1)
{
// Desktop composition is always enabled in Windows 8+. But DwmIsCompositionEnabled won't always return true...
// (see DwmIsCompositionEnabled docs).
BOOL compositionEnabled = IsWindows8OrGreater();
if (compositionEnabled || (SUCCEEDED(DwmIsCompositionEnabled(&compositionEnabled)) && compositionEnabled))
{
DWM_TIMING_INFO info = {};
info.cbSize = sizeof(DWM_TIMING_INFO);
double dwmRefreshRate = 0;
if (SUCCEEDED(DwmGetCompositionTimingInfo(nullptr, &info)))
dwmRefreshRate = (double)info.rateRefresh.uiNumerator / (double)info.rateRefresh.uiDenominator;
SDL_DisplayMode dmode = {};
int displayindex = SDL_GetWindowDisplayIndex(window);
if (displayindex >= 0)
SDL_GetCurrentDisplayMode(displayindex, &dmode);
if (dmode.refresh_rate > 0 && dwmRefreshRate > 0 && (fabs(dmode.refresh_rate - dwmRefreshRate) < 2))
{
SDL_GL_SetSwapInterval(0);
if (SDL_GL_GetSwapInterval() == 0)
useDwmFlush = true;
else
SDL_GL_SetSwapInterval(swapInterval);
}
}
}
#endif
SDL_GL_SwapWindow(window);
#ifdef LOVE_WINDOWS
if (useDwmFlush)
{
DwmFlush();
SDL_GL_SetSwapInterval(swapInterval);
}
#endif
}
}
bool Window::hasFocus() const