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[dxgi] GetDisplayModeList: Do not report modes as stretched
This is more in line with what Windows does. Games should now be able to list more than just the monitor's maximum resolution again.
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@ -183,8 +183,6 @@ namespace dxvk {
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uint32_t srcModeId = 0;
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uint32_t dstModeId = 0;
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const bool includeStretchedModes = (Flags & DXGI_ENUM_MODES_SCALING);
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while (::EnumDisplaySettingsW(monInfo.szDevice, srcModeId++, &devMode)) {
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// Skip interlaced modes altogether
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if (devMode.dmDisplayFlags & DM_INTERLACED)
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@ -194,13 +192,6 @@ namespace dxvk {
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if (devMode.dmBitsPerPel != GetFormatBpp(EnumFormat))
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continue;
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// Skip stretched modes unless they are requested
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const bool isStretched = devMode.dmPelsWidth != UINT(monInfo.rcMonitor.right - monInfo.rcMonitor.left)
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|| devMode.dmPelsHeight != UINT(monInfo.rcMonitor.bottom - monInfo.rcMonitor.top);
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if (isStretched && !includeStretchedModes)
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continue;
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// Write back display mode
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if (pDesc != nullptr) {
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if (dstModeId >= *pNumModes)
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@ -212,9 +203,7 @@ namespace dxvk {
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mode.RefreshRate = { devMode.dmDisplayFrequency, 1 };
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mode.Format = EnumFormat;
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mode.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_PROGRESSIVE;
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mode.Scaling = isStretched
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? DXGI_MODE_SCALING_STRETCHED
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: DXGI_MODE_SCALING_CENTERED;
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mode.Scaling = DXGI_MODE_SCALING_CENTERED;
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pDesc[dstModeId] = mode;
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}
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