- skip rendering when application is not active
Use vid_activeinbackground CVAR to override this behavior
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311259b0f5
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2be84dc636
11 changed files with 25 additions and 45 deletions
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@ -55,7 +55,6 @@
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#include "gl/system/gl_framebuffer.h"
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extern HWND Window;
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extern BOOL AppActive;
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extern "C" {
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__declspec(dllexport) DWORD NvOptimusEnablement = 0x00000001;
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@ -71,8 +70,6 @@ PFNWGLSWAPINTERVALEXTPROC myWglSwapIntervalExtProc;
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CVAR(Bool, vid_activeinbackground, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CUSTOM_CVAR(Bool, gl_debug, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
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{
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Printf("This won't take effect until " GAMENAME " is restarted.\n");
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@ -1118,18 +1115,6 @@ void SystemFrameBuffer::InitializeState()
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//
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//==========================================================================
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bool SystemFrameBuffer::CanUpdate()
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{
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if (!AppActive && (IsFullscreen() || !vid_activeinbackground)) return false;
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return true;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void SystemFrameBuffer::ResetGammaTable()
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{
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if (m_supportsGamma)
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