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https://github.com/doitsujin/dxvk.git
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[d3d9] Hook WM_NCCALCSIZE to get rid of fullscreen non-client areas.
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@ -9,6 +9,45 @@
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namespace dxvk {
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struct D3D9WindowData {
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bool unicode;
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WNDPROC proc;
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};
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static std::recursive_mutex windowProcMapMutex;
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static std::unordered_map<HWND, D3D9WindowData> windowProcMap;
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static D3D9WindowData GetD3D9WindowData(HWND window) {
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std::lock_guard<std::recursive_mutex> lock(windowProcMapMutex);
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auto it = windowProcMap.find(window);
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if (it == windowProcMap.end())
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return {};
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return it->second;
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}
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static LRESULT CALLBACK D3D9WindowProc(HWND window, UINT message, WPARAM wparam, LPARAM lparam)
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{
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if (message == WM_NCCALCSIZE && wparam == TRUE)
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return 0;
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auto windowData = GetD3D9WindowData(window);
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if (!windowData.proc)
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return IsWindowUnicode(window)
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? DefWindowProcW(window, message, wparam, lparam)
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: DefWindowProcA(window, message, wparam, lparam);
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return windowData.unicode
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? CallWindowProcW(windowData.proc, window, message, wparam, lparam)
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: CallWindowProcA(windowData.proc, window, message, wparam, lparam);
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}
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static uint16_t MapGammaControlPoint(float x) {
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if (x < 0.0f) x = 0.0f;
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if (x > 1.0f) x = 1.0f;
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@ -55,6 +94,7 @@ namespace dxvk {
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D3D9SwapChainEx::~D3D9SwapChainEx() {
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ResetWindowProc();
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RestoreDisplayMode(m_monitor);
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m_device->waitForSubmission(&m_presentStatus);
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@ -1251,6 +1291,14 @@ namespace dxvk {
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Logger::err("D3D9: EnterFullscreenMode: Failed to change display mode");
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return D3DERR_INVALIDCALL;
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}
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// Testing shows we shouldn't hook WM_NCCALCSIZE but we shouldn't change
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// windows style either.
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//
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// Some games restore window styles after we have changed it, so hooking is
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// also required. Doing it will allow us to create fullscreen windows
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// regardless of their style and it also appears to work on Windows.
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HookWindowProc();
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// Change the window flags to remove the decoration etc.
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LONG style = ::GetWindowLongW(m_window, GWL_STYLE);
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@ -1286,6 +1334,8 @@ namespace dxvk {
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Logger::warn("D3D9: LeaveFullscreenMode: Failed to restore display mode");
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m_monitor = nullptr;
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ResetWindowProc();
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// Only restore the window style if the application hasn't
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// changed them. This is in line with what native D3D9 does.
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@ -1405,4 +1455,38 @@ namespace dxvk {
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return this->GetParent()->IsExtended() ? "D3D9Ex" : "D3D9";
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}
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void D3D9SwapChainEx::HookWindowProc() {
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std::lock_guard<std::recursive_mutex> lock(windowProcMapMutex);
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ResetWindowProc();
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D3D9WindowData windowData;
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windowData.unicode = IsWindowUnicode(m_window);
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windowData.proc = windowData.unicode
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? (WNDPROC)SetWindowLongPtrW(m_window, GWLP_WNDPROC, (LONG_PTR)D3D9WindowProc)
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: (WNDPROC)SetWindowLongPtrA(m_window, GWLP_WNDPROC, (LONG_PTR)D3D9WindowProc);
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windowProcMap[m_window] = std::move(windowData);
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}
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void D3D9SwapChainEx::ResetWindowProc() {
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std::lock_guard<std::recursive_mutex> lock(windowProcMapMutex);
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auto it = windowProcMap.find(m_window);
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if (it == windowProcMap.end())
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return;
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auto proc = it->second.unicode
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? (WNDPROC)GetWindowLongPtrW(m_window, GWLP_WNDPROC)
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: (WNDPROC)GetWindowLongPtrA(m_window, GWLP_WNDPROC);
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if (proc == D3D9WindowProc && it->second.unicode)
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SetWindowLongPtrW(m_window, GWLP_WNDPROC, (LONG_PTR)it->second.proc);
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else if (proc == D3D9WindowProc && !it->second.unicode)
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SetWindowLongPtrA(m_window, GWLP_WNDPROC, (LONG_PTR)it->second.proc);
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windowProcMap.erase(m_window);
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}
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}
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@ -221,6 +221,10 @@ namespace dxvk {
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std::string GetApiName();
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void HookWindowProc();
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void ResetWindowProc();
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};
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}
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