Settings: Expose exclusive fullscreen control
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@ -536,7 +536,8 @@ public:
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virtual RenderAPI GetRenderAPI() const = 0;
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bool Create(const std::string_view& adapter, const std::string_view& shader_cache_path, u32 shader_cache_version,
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bool debug_device, bool vsync, bool threaded_presentation, FeatureMask disabled_features);
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bool debug_device, bool vsync, bool threaded_presentation,
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std::optional<bool> exclusive_fullscreen_control, FeatureMask disabled_features);
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void Destroy();
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virtual bool HasSurface() const = 0;
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@ -651,7 +652,7 @@ public:
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protected:
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virtual bool CreateDevice(const std::string_view& adapter, bool threaded_presentation,
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FeatureMask disabled_features) = 0;
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std::optional<bool> exclusive_fullscreen_control, FeatureMask disabled_features) = 0;
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virtual void DestroyDevice() = 0;
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std::string GetShaderCacheBaseName(const std::string_view& type) const;
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@ -775,7 +776,8 @@ struct GLAutoPop
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#define GL_INS(msg) g_gpu_device->InsertDebugMessage(msg)
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#define GL_OBJECT_NAME(obj, name) (obj)->SetDebugName(name)
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#define GL_SCOPE_FMT(...) GLAutoPop gl_auto_pop((g_gpu_device->PushDebugGroup(SmallString::from_format(__VA_ARGS__)), 0))
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#define GL_SCOPE_FMT(...) \
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GLAutoPop gl_auto_pop((g_gpu_device->PushDebugGroup(SmallString::from_format(__VA_ARGS__)), 0))
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#define GL_PUSH_FMT(...) g_gpu_device->PushDebugGroup(SmallString::from_format(__VA_ARGS__))
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#define GL_INS_FMT(...) g_gpu_device->InsertDebugMessage(SmallString::from_format(__VA_ARGS__))
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#define GL_OBJECT_NAME_FMT(obj, ...) (obj)->SetDebugName(SmallString::from_format(__VA_ARGS__))
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