fix incorrect matchup between mouse and display

This commit is contained in:
David Rose 2006-11-06 19:18:47 +00:00
parent 6ff4850dce
commit e49cc9f973
6 changed files with 62 additions and 335 deletions

View File

@ -105,12 +105,6 @@ ConfigVariableBool dx_do_vidmemsize_check
ConfigVariableBool dx_preserve_fpu_state
("dx-preserve-fpu-state", true);
// if true, override win-width/height and use driver vidmem info to
// pick what will be a fullscreen window size close to the best perf
// capability of card, based on a heuristic
ConfigVariableBool dx_pick_best_screenres
("pick-best-screenres", false);
ConfigVariableInt dx_preferred_device_id
("dx-preferred-device-id", -1);

View File

@ -49,7 +49,6 @@ extern ConfigVariableBool dx_force_anisotropic_filtering;
extern ConfigVariableBool dx_force_16bpp_zbuffer;
extern ConfigVariableBool dx_do_vidmemsize_check;
extern ConfigVariableBool dx_preserve_fpu_state;
extern ConfigVariableBool dx_pick_best_screenres;
extern ConfigVariableInt dx_preferred_device_id;
#ifndef NDEBUG

View File

@ -515,11 +515,6 @@ create_screen_buffers_and_device(DXScreenData &display, bool force_16bpp_zbuffer
wdxGraphicsPipe8 *dxpipe;
DCAST_INTO_R(dxpipe, _pipe, false);
// only want dx_pick_best_screenres to apply to initial startup, and
// since the initial res has already been picked, dont use
// auto-res-select in any future init sequence.
dx_pick_best_screenres = false;
DWORD dwRenderWidth = display._display_mode.Width;
DWORD dwRenderHeight = display._display_mode.Height;
DWORD dwBehaviorFlags = 0x0;
@ -949,7 +944,7 @@ search_for_device(wdxGraphicsPipe8 *dxpipe, DXDeviceInfo *device_info) {
// bugbug: wouldnt we like to do GetAVailVidMem so we can do
// upper-limit memory computation for dx8 cards too? otherwise
// verify_window_sizes cant do much
if ((_d3dcaps.MaxStreams == 0) || dx_pick_best_screenres) {
if (_d3dcaps.MaxStreams == 0) {
if (wdxdisplay8_cat.is_debug()) {
wdxdisplay8_cat.debug()
<< "checking vidmem size\n";
@ -1003,154 +998,30 @@ search_for_device(wdxGraphicsPipe8 *dxpipe, DXDeviceInfo *device_info) {
if (is_fullscreen()) {
bool bCouldntFindValidZBuf;
if (!_wcontext._is_low_memory_card) {
bool bUseDefaultSize = dx_pick_best_screenres &&
((_wcontext._max_available_video_memory == UNKNOWN_VIDMEM_SIZE) ||
is_badvidmem_card(&_wcontext._dx_device_id));
dxpipe->search_for_valid_displaymode(_wcontext, dwRenderWidth, dwRenderHeight,
bNeedZBuffer, bWantStencil,
&_wcontext._supported_screen_depths_mask,
&bCouldntFindValidZBuf,
&pixFmt, dx_force_16bpp_zbuffer);
if (dx_pick_best_screenres && !bUseDefaultSize) {
typedef struct {
UINT memlimit;
DWORD scrnX, scrnY;
} Memlimres;
// note I'm not saving refresh rate, will just use adapter
// default at given res for now
const Memlimres MemRes[] = {
{ 0, 640, 480},
{ 8000000, 800, 600},
// unfortunately the 32MB card perf varies greatly (TNT2-GF2),
// so we need to be conservative since frame rate difference
// can change from 15->30fps when going from 1280x1024->800x600
// on low-end 32mb cards
{16000000, 800, 600},
{32000000, 800, 600}, // 32MB+ cards will choose this
// some monitors have trouble w/1600x1200, so dont pick this by deflt,
// even though 64MB cards should handle it
{64000000, 1280, 1024} // 64MB+ cards will choose this
};
const int NumResLims = (sizeof(MemRes)/sizeof(Memlimres));
for(int i = NumResLims - 1; i >= 0; i--) {
// find biggest slot card can handle
if (_wcontext._max_available_video_memory > MemRes[i].memlimit) {
dwRenderWidth = MemRes[i].scrnX;
dwRenderHeight = MemRes[i].scrnY;
wdxdisplay8_cat.info()
<< "pick_best_screenres: trying " << dwRenderWidth
<< "x" << dwRenderHeight << " based on "
<< _wcontext._max_available_video_memory << " bytes avail\n";
dxpipe->search_for_valid_displaymode(_wcontext, dwRenderWidth, dwRenderHeight,
bNeedZBuffer, bWantStencil,
&_wcontext._supported_screen_depths_mask,
&bCouldntFindValidZBuf,
&pixFmt, dx_force_16bpp_zbuffer);
// note I'm not saving refresh rate, will just use adapter
// default at given res for now
if (pixFmt != D3DFMT_UNKNOWN) {
break;
}
wdxdisplay8_cat.info()
<< "skipping scrnres; "
<< (bCouldntFindValidZBuf ? "Couldnt find valid zbuffer format to go with FullScreen mode" : "No supported FullScreen modes")
<< " at " << dwRenderWidth << "x" << dwRenderHeight
<< " for device #" << _wcontext._card_id << endl;
}
}
// otherwise just go with whatever was specified (we probably shouldve marked this card as lowmem if it gets to end of loop w/o breaking
}
if (pixFmt == D3DFMT_UNKNOWN) {
if (bUseDefaultSize) {
wdxdisplay8_cat.info()
<< "pick_best_screenres: defaulted 800x600 based on no reliable vidmem size\n";
dwRenderWidth = 800;
dwRenderHeight = 600;
}
dxpipe->search_for_valid_displaymode(_wcontext, dwRenderWidth, dwRenderHeight,
bNeedZBuffer, bWantStencil,
&_wcontext._supported_screen_depths_mask,
&bCouldntFindValidZBuf,
&pixFmt, dx_force_16bpp_zbuffer);
// note I'm not saving refresh rate, will just use adapter
// default at given res for now
if (pixFmt == D3DFMT_UNKNOWN) {
wdxdisplay8_cat.error()
<< (bCouldntFindValidZBuf ? "Couldnt find valid zbuffer format to go with FullScreen mode" : "No supported FullScreen modes")
<< " at " << dwRenderWidth << "x" << dwRenderHeight << " for device #" << _wcontext._card_id << endl;
// if it failed because of a size constraints (for non-default case), try with default size
if (!bUseDefaultSize) {
wdxdisplay8_cat.info() << "was not a default: but trying 800x600 size in verbose mode\n";
dwRenderWidth = 800;
dwRenderHeight = 600;
}
// run it again in verbose mode to get more dbg info to log
dxpipe->search_for_valid_displaymode(_wcontext, dwRenderWidth, dwRenderHeight,
bNeedZBuffer, bWantStencil,
&_wcontext._supported_screen_depths_mask,
&bCouldntFindValidZBuf,
&pixFmt, dx_force_16bpp_zbuffer, true);
// if still D3DFMT_UNKNOWN return false
if (pixFmt == D3DFMT_UNKNOWN)
return false;
}
}
} else {
// Low Memory card
dwRenderWidth = 640;
dwRenderHeight = 480;
dx_force_16bpptextures = true;
// need to autoforce 16bpp zbuf? or let user use that extra mem
// for textures/framebuf res/etc? most lowmem cards only do
// 16bpp Z anyway, but we wont force it for now
if (pixFmt == D3DFMT_UNKNOWN) {
wdxdisplay8_cat.error()
<< (bCouldntFindValidZBuf ? "Couldnt find valid zbuffer format to go with FullScreen mode" : "No supported FullScreen modes")
<< " at " << dwRenderWidth << "x" << dwRenderHeight << " for device #" << _wcontext._card_id << endl;
// run it again in verbose mode to get more dbg info to log
dxpipe->search_for_valid_displaymode(_wcontext, dwRenderWidth, dwRenderHeight,
bNeedZBuffer, bWantStencil,
&_wcontext._supported_screen_depths_mask,
&bCouldntFindValidZBuf,
&pixFmt, dx_force_16bpp_zbuffer);
&pixFmt, dx_force_16bpp_zbuffer, true);
// hack: figuring out exactly what res to use is tricky, instead I will
// just use 640x480 if we have < 3 meg avail
if (_wcontext._supported_screen_depths_mask & R5G6B5_FLAG) {
pixFmt = D3DFMT_R5G6B5;
} else if (_wcontext._supported_screen_depths_mask & X1R5G5B5_FLAG) {
pixFmt = D3DFMT_X1R5G5B5;
} else {
wdxdisplay8_cat.fatal()
<< "Low Memory VidCard has no supported FullScreen 16bpp resolutions at "
<< dwRenderWidth << "x" << dwRenderHeight << " for device #"
<< device_info->cardID << " ("
<< _wcontext._dx_device_id.Description << "), skipping device...\n";
// run it again in verbose mode to get more dbg info to log
dxpipe->search_for_valid_displaymode(_wcontext, dwRenderWidth, dwRenderHeight,
bNeedZBuffer, bWantStencil,
&_wcontext._supported_screen_depths_mask,
&bCouldntFindValidZBuf,
&pixFmt, dx_force_16bpp_zbuffer,
true /* verbose mode on*/);
// if still D3DFMT_UNKNOWN return false
if (pixFmt == D3DFMT_UNKNOWN)
return false;
}
if (wdxdisplay8_cat.is_info()) {
wdxdisplay8_cat.info()
<< "Available VidMem (" << _wcontext._max_available_video_memory
<< ") is under threshold, using 640x480 16bpp rendertargets to save tex vidmem.\n";
}
}
} else {
// Windowed Mode
@ -1174,18 +1045,17 @@ search_for_device(wdxGraphicsPipe8 *dxpipe, DXDeviceInfo *device_info) {
if (dwRenderWidth != properties.get_x_size() ||
dwRenderHeight != properties.get_y_size()) {
// This is probably not the best place to put this; I'm just putting
// it here for now because if dx_pick_best_screenres is true, the
// code above might have changed the size of the window
// unexpectedly. This code gets called when make_gsg() is called,
// which means it is called in the draw thread, but this method
// should really be called from the window thread. In DirectX those
// may always be the same threads anyway, so we may be all right.
// Still, it's a little strange that the window may change size
// after it has already been opened, at the time we create the GSG
// for it; it would be better if we could find a way to do this
// resolution-selection logic earlier, say at the time the window is
// created.
// This is probably not the best place to put this; I'm just
// putting it here for now because the code above might have
// changed the size of the window unexpectedly. This code gets
// called when make_gsg() is called, which means it is called in
// the draw thread, but this method should really be called from
// the window thread. In DirectX those may always be the same
// threads anyway, so we may be all right. Still, it's a little
// strange that the window may change size after it has already
// been opened, at the time we create the GSG for it; it would be
// better if we could find a way to do this resolution-selection
// logic earlier, say at the time the window is created.
system_changed_size(dwRenderWidth, dwRenderHeight);
WindowProperties resized_props;
resized_props.set_size(dwRenderWidth, dwRenderHeight);

View File

@ -106,12 +106,6 @@ ConfigVariableBool dx_do_vidmemsize_check
ConfigVariableBool dx_preserve_fpu_state
("dx-preserve-fpu-state", true);
// if true, override win-width/height and use driver vidmem info to
// pick what will be a fullscreen window size close to the best perf
// capability of card, based on a heuristic
ConfigVariableBool dx_pick_best_screenres
("pick-best-screenres", false);
ConfigVariableInt dx_preferred_device_id
("dx-preferred-device-id", -1);

View File

@ -48,7 +48,6 @@ extern ConfigVariableBool dx_force_anisotropic_filtering;
extern ConfigVariableBool dx_force_16bpp_zbuffer;
extern ConfigVariableBool dx_do_vidmemsize_check;
extern ConfigVariableBool dx_preserve_fpu_state;
extern ConfigVariableBool dx_pick_best_screenres;
extern ConfigVariableInt dx_preferred_device_id;
#ifndef NDEBUG

View File

@ -513,11 +513,6 @@ create_screen_buffers_and_device(DXScreenData &display, bool force_16bpp_zbuffer
wdxGraphicsPipe9 *dxpipe;
DCAST_INTO_R(dxpipe, _pipe, false);
// only want dx_pick_best_screenres to apply to initial startup, and
// since the initial res has already been picked, dont use
// auto-res-select in any future init sequence.
dx_pick_best_screenres = false;
DWORD dwRenderWidth = display._display_mode.Width;
DWORD dwRenderHeight = display._display_mode.Height;
DWORD dwBehaviorFlags = 0x0;
@ -1013,7 +1008,7 @@ search_for_device(wdxGraphicsPipe9 *dxpipe, DXDeviceInfo *device_info) {
// bugbug: wouldnt we like to do GetAVailVidMem so we can do
// upper-limit memory computation for dx8 cards too? otherwise
// verify_window_sizes cant do much
if ((_d3dcaps.MaxStreams == 0) || dx_pick_best_screenres) {
if (_d3dcaps.MaxStreams == 0) {
if (wdxdisplay9_cat.is_debug()) {
wdxdisplay9_cat.debug()
<< "checking vidmem size\n";
@ -1067,154 +1062,31 @@ search_for_device(wdxGraphicsPipe9 *dxpipe, DXDeviceInfo *device_info) {
if (is_fullscreen()) {
bool bCouldntFindValidZBuf;
if (!_wcontext._is_low_memory_card) {
bool bUseDefaultSize = dx_pick_best_screenres &&
((_wcontext._max_available_video_memory == UNKNOWN_VIDMEM_SIZE) ||
is_badvidmem_card(&_wcontext._dx_device_id));
if (dx_pick_best_screenres && !bUseDefaultSize) {
typedef struct {
UINT memlimit;
DWORD scrnX, scrnY;
} Memlimres;
dxpipe->search_for_valid_displaymode(_wcontext, dwRenderWidth, dwRenderHeight,
bNeedZBuffer, bWantStencil,
&_wcontext._supported_screen_depths_mask,
&bCouldntFindValidZBuf,
&pixFmt, dx_force_16bpp_zbuffer, true);
const Memlimres MemRes[] = {
{ 0, 640, 480},
{ 8000000, 800, 600},
// note I'm not saving refresh rate, will just use adapter
// default at given res for now
// unfortunately the 32MB card perf varies greatly (TNT2-GF2),
// so we need to be conservative since frame rate difference
// can change from 15->30fps when going from 1280x1024->800x600
// on low-end 32mb cards
{16000000, 800, 600},
{32000000, 800, 600}, // 32MB+ cards will choose this
// some monitors have trouble w/1600x1200, so dont pick this by deflt,
// even though 64MB cards should handle it
{64000000, 1280, 1024} // 64MB+ cards will choose this
};
const int NumResLims = (sizeof(MemRes)/sizeof(Memlimres));
for(int i = NumResLims - 1; i >= 0; i--) {
// find biggest slot card can handle
if (_wcontext._max_available_video_memory > MemRes[i].memlimit) {
dwRenderWidth = MemRes[i].scrnX;
dwRenderHeight = MemRes[i].scrnY;
wdxdisplay9_cat.info()
<< "pick_best_screenres: trying " << dwRenderWidth
<< "x" << dwRenderHeight << " based on "
<< _wcontext._max_available_video_memory << " bytes avail\n";
dxpipe->search_for_valid_displaymode(_wcontext, dwRenderWidth, dwRenderHeight,
bNeedZBuffer, bWantStencil,
&_wcontext._supported_screen_depths_mask,
&bCouldntFindValidZBuf,
&pixFmt, dx_force_16bpp_zbuffer, true);
// note I'm not saving refresh rate, will just use adapter
// default at given res for now
if (pixFmt != D3DFMT_UNKNOWN) {
break;
}
wdxdisplay9_cat.info()
<< "skipping scrnres; "
<< (bCouldntFindValidZBuf ? "Couldnt find valid zbuffer format to go with FullScreen mode" : "No supported FullScreen modes")
<< " at " << dwRenderWidth << "x" << dwRenderHeight
<< " for device #" << _wcontext._card_id << endl;
}
}
// otherwise just go with whatever was specified (we probably shouldve marked this card as lowmem if it gets to end of loop w/o breaking
}
if (pixFmt == D3DFMT_UNKNOWN) {
if (bUseDefaultSize) {
wdxdisplay9_cat.info()
<< "pick_best_screenres: defaulted 800x600 based on no reliable vidmem size\n";
dwRenderWidth = 800;
dwRenderHeight = 600;
}
dxpipe->search_for_valid_displaymode(_wcontext, dwRenderWidth, dwRenderHeight,
bNeedZBuffer, bWantStencil,
&_wcontext._supported_screen_depths_mask,
&bCouldntFindValidZBuf,
&pixFmt, dx_force_16bpp_zbuffer, true);
// note I'm not saving refresh rate, will just use adapter
// default at given res for now
if (pixFmt == D3DFMT_UNKNOWN) {
wdxdisplay9_cat.error()
<< (bCouldntFindValidZBuf ? "Couldnt find valid zbuffer format to go with FullScreen mode" : "No supported FullScreen modes")
<< " at " << dwRenderWidth << "x" << dwRenderHeight << " for device #" << _wcontext._card_id << endl;
// if it failed because of a size constraints (for non-default case), try with default size
if (!bUseDefaultSize) {
wdxdisplay9_cat.info() << "was not a default: but trying 800x600 size in verbose mode\n";
dwRenderWidth = 800;
dwRenderHeight = 600;
}
// run it again in verbose mode to get more dbg info to log
dxpipe->search_for_valid_displaymode(_wcontext, dwRenderWidth, dwRenderHeight,
bNeedZBuffer, bWantStencil,
&_wcontext._supported_screen_depths_mask,
&bCouldntFindValidZBuf,
&pixFmt, dx_force_16bpp_zbuffer, true);
// if still D3DFMT_UNKNOWN return false
if (pixFmt == D3DFMT_UNKNOWN)
return false;
}
}
} else {
// Low Memory card
dwRenderWidth = 640;
dwRenderHeight = 480;
dx_force_16bpptextures = true;
// need to autoforce 16bpp zbuf? or let user use that extra mem
// for textures/framebuf res/etc? most lowmem cards only do
// 16bpp Z anyway, but we wont force it for now
if (pixFmt == D3DFMT_UNKNOWN) {
wdxdisplay9_cat.error()
<< (bCouldntFindValidZBuf ? "Couldnt find valid zbuffer format to go with FullScreen mode" : "No supported FullScreen modes")
<< " at " << dwRenderWidth << "x" << dwRenderHeight << " for device #" << _wcontext._card_id << endl;
// run it again in verbose mode to get more dbg info to log
dxpipe->search_for_valid_displaymode(_wcontext, dwRenderWidth, dwRenderHeight,
bNeedZBuffer, bWantStencil,
&_wcontext._supported_screen_depths_mask,
&bCouldntFindValidZBuf,
&pixFmt, dx_force_16bpp_zbuffer, true);
// hack: figuring out exactly what res to use is tricky, instead I will
// just use 640x480 if we have < 3 meg avail
if (_wcontext._supported_screen_depths_mask & R5G6B5_FLAG) {
pixFmt = D3DFMT_R5G6B5;
} else if (_wcontext._supported_screen_depths_mask & X1R5G5B5_FLAG) {
pixFmt = D3DFMT_X1R5G5B5;
} else {
wdxdisplay9_cat.fatal()
<< "Low Memory VidCard has no supported FullScreen 16bpp resolutions at "
<< dwRenderWidth << "x" << dwRenderHeight << " for device #"
<< device_info->cardID << " ("
<< _wcontext._dx_device_id.Description << "), skipping device...\n";
// run it again in verbose mode to get more dbg info to log
dxpipe->search_for_valid_displaymode(_wcontext, dwRenderWidth, dwRenderHeight,
bNeedZBuffer, bWantStencil,
&_wcontext._supported_screen_depths_mask,
&bCouldntFindValidZBuf,
&pixFmt, dx_force_16bpp_zbuffer,
true /* verbose mode on*/);
// if still D3DFMT_UNKNOWN return false
if (pixFmt == D3DFMT_UNKNOWN)
return false;
}
if (wdxdisplay9_cat.is_info()) {
wdxdisplay9_cat.info()
<< "Available VidMem (" << _wcontext._max_available_video_memory
<< ") is under threshold, using 640x480 16bpp rendertargets to save tex vidmem.\n";
}
}
} else {
// Windowed Mode
@ -1238,18 +1110,17 @@ search_for_device(wdxGraphicsPipe9 *dxpipe, DXDeviceInfo *device_info) {
if (dwRenderWidth != properties.get_x_size() ||
dwRenderHeight != properties.get_y_size()) {
// This is probably not the best place to put this; I'm just putting
// it here for now because if dx_pick_best_screenres is true, the
// code above might have changed the size of the window
// unexpectedly. This code gets called when make_gsg() is called,
// which means it is called in the draw thread, but this method
// should really be called from the window thread. In DirectX those
// may always be the same threads anyway, so we may be all right.
// Still, it's a little strange that the window may change size
// after it has already been opened, at the time we create the GSG
// for it; it would be better if we could find a way to do this
// resolution-selection logic earlier, say at the time the window is
// created.
// This is probably not the best place to put this; I'm just
// putting it here for now because the code above might have
// changed the size of the window unexpectedly. This code gets
// called when make_gsg() is called, which means it is called in
// the draw thread, but this method should really be called from
// the window thread. In DirectX those may always be the same
// threads anyway, so we may be all right. Still, it's a little
// strange that the window may change size after it has already
// been opened, at the time we create the GSG for it; it would be
// better if we could find a way to do this resolution-selection
// logic earlier, say at the time the window is created.
system_changed_size(dwRenderWidth, dwRenderHeight);
WindowProperties resized_props;
resized_props.set_size(dwRenderWidth, dwRenderHeight);