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https://github.com/libsdl-org/SDL.git
synced 2024-11-23 02:43:30 +08:00
Fixed crashes handling D3D11/12 device lost in testsprite
You can test this using "dxcap -forcetdr"
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e2254b1045
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315842cf71
@ -336,7 +336,7 @@ static void D3D11_ReleaseAll(SDL_Renderer *renderer)
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SAFE_RELEASE(data->blendModes[i].blendState);
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}
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SDL_free(data->blendModes);
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data->blendModes = NULL;
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data->blendModesCount = 0;
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}
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for (i = 0; i < SDL_arraysize(data->pixelShaders); ++i) {
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@ -993,12 +993,14 @@ static HRESULT D3D11_HandleDeviceLost(SDL_Renderer *renderer)
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result = D3D11_CreateDeviceResources(renderer);
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if (FAILED(result)) {
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// D3D11_CreateDeviceResources will set the SDL error
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D3D11_ReleaseAll(renderer);
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return result;
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}
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result = D3D11_UpdateForWindowSizeChange(renderer);
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if (FAILED(result)) {
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// D3D11_UpdateForWindowSizeChange will set the SDL error
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D3D11_ReleaseAll(renderer);
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return result;
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}
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@ -2395,6 +2397,10 @@ static bool D3D11_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd
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D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->internal;
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const int viewportRotation = D3D11_GetRotationForCurrentRenderTarget(renderer);
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if (!rendererData->d3dDevice) {
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return SDL_SetError("Device lost and couldn't be recovered");
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}
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if (rendererData->pixelSizeChanged) {
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D3D11_UpdateForWindowSizeChange(renderer);
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rendererData->pixelSizeChanged = false;
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@ -2613,6 +2619,10 @@ static bool D3D11_RenderPresent(SDL_Renderer *renderer)
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HRESULT result;
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DXGI_PRESENT_PARAMETERS parameters;
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if (!data->d3dDevice) {
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return SDL_SetError("Device lost and couldn't be recovered");
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}
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SDL_zero(parameters);
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/* The application may optionally specify "dirty" or "scroll"
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@ -2634,10 +2644,15 @@ static bool D3D11_RenderPresent(SDL_Renderer *renderer)
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* must recreate all device resources.
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*/
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if (result == DXGI_ERROR_DEVICE_REMOVED) {
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D3D11_HandleDeviceLost(renderer);
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if (SUCCEEDED(D3D11_HandleDeviceLost(renderer))) {
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SDL_SetError("Present failed, device lost");
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} else {
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// Recovering from device lost failed, error is already set
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}
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} else if (result == DXGI_ERROR_INVALID_CALL) {
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// We probably went through a fullscreen <-> windowed transition
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D3D11_CreateWindowSizeDependentResources(renderer);
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WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain::Present"), result);
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} else {
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WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain::Present"), result);
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}
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@ -414,6 +414,7 @@ static void D3D12_ReleaseAll(SDL_Renderer *renderer)
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D3D_SAFE_RELEASE(data->pipelineStates[i].pipelineState);
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}
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SDL_free(data->pipelineStates);
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data->pipelineStates = NULL;
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data->pipelineStateCount = 0;
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}
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@ -2738,6 +2739,10 @@ static bool D3D12_SetCopyState(SDL_Renderer *renderer, const SDL_RenderCommand *
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D3D12_CPU_DESCRIPTOR_HANDLE *textureSampler;
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D3D12_PixelShaderConstants constants;
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if (!textureData) {
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return SDL_SetError("Texture is not currently available");
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}
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D3D12_SetupShaderConstants(renderer, cmd, texture, &constants);
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switch (textureData->scaleMode) {
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@ -3132,10 +3137,15 @@ static bool D3D12_RenderPresent(SDL_Renderer *renderer)
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* must recreate all device resources.
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*/
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if (result == DXGI_ERROR_DEVICE_REMOVED) {
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D3D12_HandleDeviceLost(renderer);
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if (SUCCEEDED(D3D12_HandleDeviceLost(renderer))) {
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SDL_SetError("Present failed, device lost");
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} else {
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// Recovering from device lost failed, error is already set
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}
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} else if (result == DXGI_ERROR_INVALID_CALL) {
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// We probably went through a fullscreen <-> windowed transition
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D3D12_CreateWindowSizeDependentResources(renderer);
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WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain::Present"), result);
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} else {
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WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain::Present"), result);
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}
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@ -21,6 +21,7 @@
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#define MAX_SPEED 1
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static SDLTest_CommonState *state;
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static const char *icon = "icon.bmp";
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static int num_sprites;
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static SDL_Texture **sprites;
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static bool cycle_color;
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@ -56,6 +57,9 @@ static int LoadSprite(const char *file)
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for (i = 0; i < state->num_windows; ++i) {
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/* This does the SDL_LoadBMP step repeatedly, but that's OK for test code. */
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if (sprites[i]) {
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SDL_DestroyTexture(sprites[i]);
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}
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sprites[i] = LoadTexture(state->renderers[i], file, true, &w, &h);
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sprite_w = (float)w;
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sprite_h = (float)h;
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@ -390,7 +394,6 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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SDL_Rect safe_area;
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int i;
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Uint64 seed;
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const char *icon = "icon.bmp";
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/* Initialize parameters */
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num_sprites = NUM_SPRITES;
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@ -553,6 +556,9 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
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{
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if (event->type == SDL_EVENT_RENDER_DEVICE_RESET) {
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LoadSprite(icon);
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}
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return SDLTest_CommonEventMainCallbacks(state, event);
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}
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