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D3D11: Fixed a crash after a GPU device-reset on Win32

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DavidLudwig committed Mar 23, 2014
1 parent 6ce684e commit 46a80b04d83dcdefa313688a0afbae1a86772d19
Showing with 17 additions and 11 deletions.
  1. +17 −11 src/render/direct3d11/SDL_render_d3d11.c
@@ -851,6 +851,12 @@ D3D11_ReleaseAll(SDL_Renderer * renderer)
D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
SDL_Texture *texture = NULL;

/* Release all textures */
for (texture = renderer->textures; texture; texture = texture->next) {
D3D11_DestroyTexture(renderer, texture);
}

/* Release/reset everything else */
if (data) {
SAFE_RELEASE(data->dxgiFactory);
SAFE_RELEASE(data->dxgiAdapter);
@@ -874,13 +880,6 @@ D3D11_ReleaseAll(SDL_Renderer * renderer)
SAFE_RELEASE(data->clippedRasterizer);
SAFE_RELEASE(data->vertexShaderConstants);

if (data->hD3D11Mod) {
SDL_UnloadObject(data->hD3D11Mod);
}
if (data->hDXGIMod) {
SDL_UnloadObject(data->hDXGIMod);
}

data->swapEffect = (DXGI_SWAP_EFFECT) 0;
data->rotation = DXGI_MODE_ROTATION_UNSPECIFIED;
data->currentRenderTargetView = NULL;
@@ -889,11 +888,18 @@ D3D11_ReleaseAll(SDL_Renderer * renderer)
data->currentShader = NULL;
data->currentShaderResource = NULL;
data->currentSampler = NULL;
}

/* Release all textures */
for (texture = renderer->textures; texture; texture = texture->next) {
D3D11_DestroyTexture(renderer, texture);
/* Unload the D3D libraries. This should be done last, in order
* to prevent IUnknown::Release() calls from crashing.
*/
if (data->hD3D11Mod) {
SDL_UnloadObject(data->hD3D11Mod);
data->hD3D11Mod = NULL;
}
if (data->hDXGIMod) {
SDL_UnloadObject(data->hDXGIMod);
data->hDXGIMod = NULL;
}
}
}

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