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https://github.com/doitsujin/dxvk.git
synced 2024-12-02 01:24:11 +01:00
[d3d9] Move HookWindowProc out of swapchain class
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@ -29,6 +29,48 @@ namespace dxvk {
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}
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LRESULT CALLBACK D3D9WindowProc(HWND window, UINT message, WPARAM wparam, LPARAM lparam);
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void ResetWindowProc(HWND window) {
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std::lock_guard lock(g_windowProcMapMutex);
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auto it = g_windowProcMap.find(window);
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if (it == g_windowProcMap.end())
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return;
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auto proc = reinterpret_cast<WNDPROC>(
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CallCharsetFunction(
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GetWindowLongPtrW, GetWindowLongPtrA, it->second.unicode,
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window, GWLP_WNDPROC));
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if (proc == D3D9WindowProc)
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CallCharsetFunction(
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SetWindowLongPtrW, SetWindowLongPtrA, it->second.unicode,
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window, GWLP_WNDPROC, reinterpret_cast<LONG_PTR>(it->second.proc));
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g_windowProcMap.erase(window);
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}
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void HookWindowProc(HWND window) {
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std::lock_guard lock(g_windowProcMapMutex);
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ResetWindowProc(window);
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D3D9WindowData windowData;
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windowData.unicode = IsWindowUnicode(window);
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windowData.filter = true;
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windowData.proc = reinterpret_cast<WNDPROC>(
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CallCharsetFunction(
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SetWindowLongPtrW, SetWindowLongPtrA, windowData.unicode,
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window, GWLP_WNDPROC, reinterpret_cast<LONG_PTR>(D3D9WindowProc)));
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g_windowProcMap[window] = std::move(windowData);
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}
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static LRESULT CALLBACK D3D9WindowProc(HWND window, UINT message, WPARAM wparam, LPARAM lparam) {
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if (message == WM_NCCALCSIZE && wparam == TRUE)
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return 0;
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@ -104,7 +146,7 @@ namespace dxvk {
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D3D9SwapChainEx::~D3D9SwapChainEx() {
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ResetWindowProc();
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ResetWindowProc(m_window);
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RestoreDisplayMode(m_monitor);
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m_device->waitForSubmission(&m_presentStatus);
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@ -1322,7 +1364,7 @@ namespace dxvk {
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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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HookWindowProc(m_window);
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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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@ -1359,7 +1401,7 @@ namespace dxvk {
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m_monitor = nullptr;
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ResetWindowProc();
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ResetWindowProc(m_window);
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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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@ -1479,42 +1521,4 @@ 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 lock(g_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.filter = true;
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windowData.proc = reinterpret_cast<WNDPROC>(
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CallCharsetFunction(
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SetWindowLongPtrW, SetWindowLongPtrA, windowData.unicode,
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m_window, GWLP_WNDPROC, reinterpret_cast<LONG_PTR>(D3D9WindowProc)));
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g_windowProcMap[m_window] = std::move(windowData);
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}
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void D3D9SwapChainEx::ResetWindowProc() {
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std::lock_guard lock(g_windowProcMapMutex);
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auto it = g_windowProcMap.find(m_window);
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if (it == g_windowProcMap.end())
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return;
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auto proc = reinterpret_cast<WNDPROC>(
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CallCharsetFunction(
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GetWindowLongPtrW, GetWindowLongPtrA, it->second.unicode,
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m_window, GWLP_WNDPROC));
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if (proc == D3D9WindowProc)
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CallCharsetFunction(
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SetWindowLongPtrW, SetWindowLongPtrA, it->second.unicode,
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m_window, GWLP_WNDPROC, reinterpret_cast<LONG_PTR>(it->second.proc));
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g_windowProcMap.erase(m_window);
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}
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}
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@ -221,10 +221,6 @@ 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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