[d3d9] Hook WM_NCCALCSIZE to get rid of fullscreen non-client areas.

This commit is contained in:
Rémi Bernon 2020-03-09 13:21:57 +01:00 committed by Joshie
parent 2ee7facb9f
commit 14946c599f
2 changed files with 88 additions and 0 deletions

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

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@ -221,6 +221,10 @@ namespace dxvk {
std::string GetApiName();
void HookWindowProc();
void ResetWindowProc();
};
}