mirror of https://github.com/encounter/SDL.git
Recreate render target textures when the D3D device is being reset, and notify the application using the SDL_RENDER_TARGETS_RESET event when this happens.
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@ -134,6 +134,9 @@ typedef enum
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/* Drag and drop events */
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SDL_DROPFILE = 0x1000, /**< The system requests a file open */
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/* Render events */
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SDL_RENDER_TARGETS_RESET = 0x2000, /**< The render targets have been reset */
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/** Events ::SDL_USEREVENT through ::SDL_LASTEVENT are for your use,
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* and should be allocated with SDL_RegisterEvents()
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*/
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@ -474,6 +474,7 @@ D3D_Reset(SDL_Renderer * renderer)
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{
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D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
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HRESULT result;
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SDL_Texture *texture;
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/* Release the default render target before reset */
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if (data->defaultRenderTarget) {
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@ -481,6 +482,13 @@ D3D_Reset(SDL_Renderer * renderer)
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data->defaultRenderTarget = NULL;
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}
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/* Release application render targets */
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for (texture = renderer->textures; texture; texture = texture->next) {
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if (texture->access == SDL_TEXTUREACCESS_TARGET) {
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D3D_DestroyTexture(renderer, texture);
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}
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}
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result = IDirect3DDevice9_Reset(data->device, &data->pparams);
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if (FAILED(result)) {
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if (result == D3DERR_DEVICELOST) {
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@ -491,9 +499,24 @@ D3D_Reset(SDL_Renderer * renderer)
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}
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}
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/* Allocate application render targets */
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for (texture = renderer->textures; texture; texture = texture->next) {
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if (texture->access == SDL_TEXTUREACCESS_TARGET) {
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D3D_CreateTexture(renderer, texture);
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}
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}
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IDirect3DDevice9_GetRenderTarget(data->device, 0, &data->defaultRenderTarget);
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D3D_InitRenderState(data);
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D3D_UpdateViewport(renderer);
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/* Let the application know that render targets were reset */
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{
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SDL_Event event;
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event.type = SDL_RENDER_TARGETS_RESET;
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SDL_PushEvent(&event);
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}
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return 0;
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}
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@ -570,7 +593,7 @@ D3D_CreateRenderer(SDL_Window * window, Uint32 flags)
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return NULL;
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}
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if( D3D_LoadDLL( &data->d3dDLL, &data->d3d ) ) {
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if (D3D_LoadDLL(&data->d3dDLL, &data->d3d)) {
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for (d3dxVersion=50;d3dxVersion>0;d3dxVersion--) {
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LPTSTR dllName;
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SDL_snprintf(d3dxDLLFile, sizeof(d3dxDLLFile), "D3DX9_%02d.dll", d3dxVersion);
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@ -644,13 +667,12 @@ D3D_CreateRenderer(SDL_Window * window, Uint32 flags)
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pparams.SwapEffect = D3DSWAPEFFECT_DISCARD;
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if (window_flags & SDL_WINDOW_FULLSCREEN) {
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if ( ( window_flags & SDL_WINDOW_FULLSCREEN_DESKTOP ) == SDL_WINDOW_FULLSCREEN_DESKTOP ) {
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if ((window_flags & SDL_WINDOW_FULLSCREEN_DESKTOP) == SDL_WINDOW_FULLSCREEN_DESKTOP) {
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pparams.Windowed = TRUE;
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pparams.FullScreen_RefreshRateInHz = 0;
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} else {
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pparams.Windowed = FALSE;
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pparams.FullScreen_RefreshRateInHz =
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fullscreen_mode.refresh_rate;
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pparams.Windowed = FALSE;
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pparams.FullScreen_RefreshRateInHz = fullscreen_mode.refresh_rate;
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}
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} else {
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pparams.Windowed = TRUE;
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@ -663,8 +685,8 @@ D3D_CreateRenderer(SDL_Window * window, Uint32 flags)
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}
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/* Get the adapter for the display that the window is on */
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displayIndex = SDL_GetWindowDisplayIndex( window );
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data->adapter = SDL_Direct3D9GetAdapterIndex( displayIndex );
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displayIndex = SDL_GetWindowDisplayIndex(window);
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data->adapter = SDL_Direct3D9GetAdapterIndex(displayIndex);
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IDirect3D9_GetDeviceCaps(data->d3d, data->adapter, D3DDEVTYPE_HAL, &caps);
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@ -1912,7 +1934,7 @@ SDL_RenderGetD3D9Device(SDL_Renderer * renderer)
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device = data->device;
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if (device) {
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IDirect3DDevice9_AddRef( device );
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IDirect3DDevice9_AddRef(device);
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}
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#endif /* SDL_VIDEO_RENDER_D3D && !SDL_RENDER_DISABLED */
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