You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Changing the window size when using the direct3d11 renderer causes a crash in the DX11 rendering code.
INFO : Switching to windowed mode.
'dunelegacy.exe' (Win32): Loaded 'C:\Windows\System32\TextShaping.dll'. Symbols loaded.
DXGI ERROR: IDXGISwapChain::ResizeBuffers: Swapchain cannot be resized unless all outstanding buffer references have been released. [ MISCELLANEOUS ERROR #19: ]
DXGI ERROR: IDXGISwapChain::ResizeBuffers: Swapchain cannot be resized unless all outstanding buffer references have been released. [ MISCELLANEOUS ERROR #19: ]
D3D11 CORRUPTION: ID3D11DeviceContext::ClearRenderTargetView: First parameter is corrupt or NULL. [ MISCELLANEOUS CORRUPTION #13: CORRUPTED_PARAMETER1]
Exception thrown at 0x00007FF9C7CE474C (KernelBase.dll) in dunelegacy.exe: 0x0000087D (parameters: 0x0000000000000000, 0x00000043C697FC40, 0x00000043C697FC60).
Stack trace:
KernelBase.dll!RaiseException()
d3d11_3SDKLayers.dll!ReportCorruption(unsigned int,enum D3D11_MESSAGE_ID,char const *,...)
d3d11_3SDKLayers.dll!NDebug::CInterfaceSentinel::CFunctionSentinel::ReportMessageAndRaiseException(enum D3D11_MESSAGE_ID,char const *,...)
d3d11_3SDKLayers.dll!NDebug::CContext::ClearRenderTargetView(struct ID3D11RenderTargetView *,float const * const)
SDL2d.dll!D3D11_RunCommandQueue(SDL_Renderer * renderer=0x000011cddbaa5480, SDL_RenderCommand * cmd=0x000011a7dbaf5cd0, void * vertices=0x0000121fe6361800, unsigned __int64 vertsize=0x0000000000000000) Line 2113
at C:\src\game\dunelegacy\external\vcpkg\vcpkg\buildtrees\sdl2\src\e268dc78a1-c01e78abe3.clean\src\render\direct3d11\SDL_render_d3d11.c(2113)
SDL2d.dll!FlushRenderCommands(SDL_Renderer * renderer=0x000011cddbaa5480) Line 244
at C:\src\game\dunelegacy\external\vcpkg\vcpkg\buildtrees\sdl2\src\e268dc78a1-c01e78abe3.clean\src\render\SDL_render.c(244)
SDL2d.dll!SDL_RenderPresent(SDL_Renderer * renderer=0x000011cddbaa5480) Line 4236
at C:\src\game\dunelegacy\external\vcpkg\vcpkg\buildtrees\sdl2\src\e268dc78a1-c01e78abe3.clean\src\render\SDL_render.c(4236)
dunelegacy.exe!updateFullscreen() Line 316
at C:\src\game\dunelegacy\src\main.cpp(316)
dunelegacy.exe!Game::runMainLoop(const GameContext & context={...}, std::function<void __cdecl(SDL_Event const &)> handler={...}) Line 1396
at C:\src\game\dunelegacy\src\Game.cpp(1396)
dunelegacy.exe!startSinglePlayerGame(const GameInitSettings & init={...}, std::function<void __cdecl(SDL_Event const &)> handler={...}) Line 671
at C:\src\game\dunelegacy\src\sand.cpp(671)
dunelegacy.exe!SinglePlayerMenu::onChildWindowClose(Window * pChildWindow=0x000011e3dbaeb100) Line 168
at C:\src\game\dunelegacy\src\Menu\SinglePlayerMenu.cpp(168)
dunelegacy.exe!Window::processChildWindowOpenCloses() Line 83
at C:\src\game\dunelegacy\src\GUI\Window.cpp(83)
dunelegacy.exe!Window::handleInput(const SDL_Event & event={...}) Line 121
at C:\src\game\dunelegacy\src\GUI\Window.cpp(121)
dunelegacy.exe!MenuBase::doInput(const SDL_Event & event={...}) Line 211
at C:\src\game\dunelegacy\src\Menu\MenuBase.cpp(211)
dunelegacy.exe!MenuBase::doEventsUntil(std::chrono::time_point<std::chrono::steady_clock,std::chrono::duration<__int64,std::ratio<1,1000000000>>> until={...}) Line 62
at C:\src\game\dunelegacy\src\Menu\MenuBase.cpp(62)
dunelegacy.exe!MenuBase::showMenuImpl() Line 119
at C:\src\game\dunelegacy\src\Menu\MenuBase.cpp(119)
dunelegacy.exe!MenuBase::showMenu(std::function<void __cdecl(SDL_Event const &)> handler={...}) Line 75
at C:\src\game\dunelegacy\src\Menu\MenuBase.cpp(75)
dunelegacy.exe!MainMenu::onSinglePlayer() Line 131
at C:\src\game\dunelegacy\src\Menu\MainMenu.cpp(131)
dunelegacy.exe!`MainMenu::MainMenu'::`2'::<lambda_1>::operator()() Line 65
at C:\src\game\dunelegacy\src\Menu\MainMenu.cpp(65)
dunelegacy.exe!std::invoke<`MainMenu::MainMenu'::`2'::<lambda_1> &>(MainMenu::{ctor}::__l2::<lambda_1> & _Obj={...}) Line 1479
at C:\Program Files\Microsoft Visual Studio\2022\Professional\VC\Tools\MSVC\14.32.31326\include\type_traits(1479)
dunelegacy.exe!std::_Invoker_ret<void,1>::_Call<`MainMenu::MainMenu'::`2'::<lambda_1> &>(MainMenu::{ctor}::__l2::<lambda_1> & _Func={...}) Line 665
at C:\Program Files\Microsoft Visual Studio\2022\Professional\VC\Tools\MSVC\14.32.31326\include\functional(665)
dunelegacy.exe!std::_Func_impl_no_alloc<`MainMenu::MainMenu'::`2'::<lambda_1>,void>::_Do_call() Line 834
at C:\Program Files\Microsoft Visual Studio\2022\Professional\VC\Tools\MSVC\14.32.31326\include\functional(834)
dunelegacy.exe!std::_Func_class<void>::operator()() Line 881
at C:\Program Files\Microsoft Visual Studio\2022\Professional\VC\Tools\MSVC\14.32.31326\include\functional(881)
dunelegacy.exe!Button::handleMouseLeft(int x=0x0000005a, int y=0x00000008, bool pressed=false) Line 86
at C:\src\game\dunelegacy\src\GUI\Button.cpp(86)
dunelegacy.exe!Container<VBox_WidgetData>::handleMouseLeft(int x=0x0000005a, int y=0x00000008, bool pressed=false) Line 107
at C:\src\game\dunelegacy\include\GUI\Container.h(107)
dunelegacy.exe!Container<StaticContainer_WidgetData>::handleMouseLeft(int x=0x00000172, int y=0x00000138, bool pressed=false) Line 107
at C:\src\game\dunelegacy\include\GUI\Container.h(107)
dunelegacy.exe!Window::handleMouseLeft(int x=0x00000172, int y=0x00000138, bool pressed=false) Line 229
at C:\src\game\dunelegacy\src\GUI\Window.cpp(229)
dunelegacy.exe!Window::handleInput(const SDL_Event & event={...}) Line 166
at C:\src\game\dunelegacy\src\GUI\Window.cpp(166)
dunelegacy.exe!MenuBase::doInput(const SDL_Event & event={...}) Line 211
at C:\src\game\dunelegacy\src\Menu\MenuBase.cpp(211)
dunelegacy.exe!MenuBase::doEventsUntil(std::chrono::time_point<std::chrono::steady_clock,std::chrono::duration<__int64,std::ratio<1,1000000000>>> until={...}) Line 62
at C:\src\game\dunelegacy\src\Menu\MenuBase.cpp(62)
dunelegacy.exe!MenuBase::showMenuImpl() Line 119
at C:\src\game\dunelegacy\src\Menu\MenuBase.cpp(119)
dunelegacy.exe!MainMenu::showMenuImpl() Line 127
at C:\src\game\dunelegacy\src\Menu\MainMenu.cpp(127)
dunelegacy.exe!MenuBase::showMenu(std::function<void __cdecl(SDL_Event const &)> handler={...}) Line 75
at C:\src\game\dunelegacy\src\Menu\MenuBase.cpp(75)
dunelegacy.exe!run_game(int argc=0x00000001, char * * argv=0x000011a3dbaa09b0) Line 885
at C:\src\game\dunelegacy\src\main.cpp(885)
dunelegacy.exe!SDL_main(int argc=0x00000001, char * * argv=0x000011a3dbaa09b0) Line 1032
at C:\src\game\dunelegacy\src\main.cpp(1032)
dunelegacy.exe!main_getcmdline() Line 82
at C:\src\game\dunelegacy\external\vcpkg\vcpkg\buildtrees\sdl2\src\e268dc78a1-c01e78abe3.clean\src\main\windows\SDL_windows_main.c(82)
dunelegacy.exe!WinMain(HINSTANCE__ * hInst=0x00007ff624410000, HINSTANCE__ * hPrev=0x0000000000000000, char * szCmdLine=0x0000019fda0392ed, int sw=0x0000000a) Line 115
at C:\src\game\dunelegacy\external\vcpkg\vcpkg\buildtrees\sdl2\src\e268dc78a1-c01e78abe3.clean\src\main\windows\SDL_windows_main.c(115)
dunelegacy.exe!invoke_main() Line 107
at D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl(107)
dunelegacy.exe!__scrt_common_main_seh() Line 288
at D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl(288)
dunelegacy.exe!__scrt_common_main() Line 331
at D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl(331)
dunelegacy.exe!WinMainCRTStartup(void * __formal=0x00000043c6b33000) Line 17
at D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_winmain.cpp(17)
kernel32.dll!BaseThreadInitThunk()
ntdll.dll!RtlUserThreadStart()
The text was updated successfully, but these errors were encountered:
This is much faster since it doesn't force the renderer queue to be flushed
and it has the additional advantage of not crashing.
It would probably look better if our ObjPic_SandwormSegment did not
have a ring around it.
Issue #32
Changing the window size when using the direct3d11 renderer causes a crash in the DX11 rendering code.
Stack trace:
The text was updated successfully, but these errors were encountered: