Commit Graph

4 Commits

Author SHA1 Message Date
Matthew Stanley e5d92035a9 Review integration: borderless composition workaround
# Conflicts:
#	runtime/include/window_fullscreen.h
#	runtime/tests/test_window_fullscreen.cpp
2026-10-24 09:38:19 -07:00
Matthew Stanley 90c565148b Use ordinary borderless windows with Windows SDL2
Keep native fullscreen separate, preserve window geometry, and qualify both SDL backends. Refs beads-eio.3.354.
2026-10-24 08:41:58 -07:00
yacineolivier-maker 20a9312049 Borderless fullscreen (Windows): keep the window composed (one row taller)
A window exactly covering the display is promoted by Windows to a direct /
independent flip. OpenGL swaps issued from the render thread then stop
reaching the screen on NVIDIA drivers: the image freezes while the game keeps
running, and it comes back as soon as anything forces composition (taskbar,
another window, a tooltip). The borderless window is now one row taller than
the display (the extra row is off-screen), so it always stays composed.
test_window_fullscreen checks the new size.

Seen with R4 on an RTX 3060 (driver 576.57), Windows 11, render thread on.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Rkyma8rbyPiccs9n2bkyG6
2026-10-20 21:58:41 +02:00
Matthew Stanley 53521866b4 SDL3: separate Windows desktop borderless and exclusive fullscreen 2026-09-30 23:30:28 -07:00