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.

This commit is contained in:
Sam Lantinga 2014-02-10 10:02:51 -08:00
parent 9f2509da79
commit ae05f178c2
2 changed files with 33 additions and 8 deletions

View File

@ -134,6 +134,9 @@ typedef enum
/* Drag and drop events */ /* Drag and drop events */
SDL_DROPFILE = 0x1000, /**< The system requests a file open */ SDL_DROPFILE = 0x1000, /**< The system requests a file open */
/* Render events */
SDL_RENDER_TARGETS_RESET = 0x2000, /**< The render targets have been reset */
/** Events ::SDL_USEREVENT through ::SDL_LASTEVENT are for your use, /** Events ::SDL_USEREVENT through ::SDL_LASTEVENT are for your use,
* and should be allocated with SDL_RegisterEvents() * and should be allocated with SDL_RegisterEvents()
*/ */

View File

@ -474,6 +474,7 @@ D3D_Reset(SDL_Renderer * renderer)
{ {
D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata; D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
HRESULT result; HRESULT result;
SDL_Texture *texture;
/* Release the default render target before reset */ /* Release the default render target before reset */
if (data->defaultRenderTarget) { if (data->defaultRenderTarget) {
@ -481,6 +482,13 @@ D3D_Reset(SDL_Renderer * renderer)
data->defaultRenderTarget = NULL; data->defaultRenderTarget = NULL;
} }
/* Release application render targets */
for (texture = renderer->textures; texture; texture = texture->next) {
if (texture->access == SDL_TEXTUREACCESS_TARGET) {
D3D_DestroyTexture(renderer, texture);
}
}
result = IDirect3DDevice9_Reset(data->device, &data->pparams); result = IDirect3DDevice9_Reset(data->device, &data->pparams);
if (FAILED(result)) { if (FAILED(result)) {
if (result == D3DERR_DEVICELOST) { if (result == D3DERR_DEVICELOST) {
@ -491,9 +499,24 @@ D3D_Reset(SDL_Renderer * renderer)
} }
} }
/* Allocate application render targets */
for (texture = renderer->textures; texture; texture = texture->next) {
if (texture->access == SDL_TEXTUREACCESS_TARGET) {
D3D_CreateTexture(renderer, texture);
}
}
IDirect3DDevice9_GetRenderTarget(data->device, 0, &data->defaultRenderTarget); IDirect3DDevice9_GetRenderTarget(data->device, 0, &data->defaultRenderTarget);
D3D_InitRenderState(data); D3D_InitRenderState(data);
D3D_UpdateViewport(renderer); D3D_UpdateViewport(renderer);
/* Let the application know that render targets were reset */
{
SDL_Event event;
event.type = SDL_RENDER_TARGETS_RESET;
SDL_PushEvent(&event);
}
return 0; return 0;
} }
@ -570,7 +593,7 @@ D3D_CreateRenderer(SDL_Window * window, Uint32 flags)
return NULL; return NULL;
} }
if( D3D_LoadDLL( &data->d3dDLL, &data->d3d ) ) { if (D3D_LoadDLL(&data->d3dDLL, &data->d3d)) {
for (d3dxVersion=50;d3dxVersion>0;d3dxVersion--) { for (d3dxVersion=50;d3dxVersion>0;d3dxVersion--) {
LPTSTR dllName; LPTSTR dllName;
SDL_snprintf(d3dxDLLFile, sizeof(d3dxDLLFile), "D3DX9_%02d.dll", d3dxVersion); SDL_snprintf(d3dxDLLFile, sizeof(d3dxDLLFile), "D3DX9_%02d.dll", d3dxVersion);
@ -644,13 +667,12 @@ D3D_CreateRenderer(SDL_Window * window, Uint32 flags)
pparams.SwapEffect = D3DSWAPEFFECT_DISCARD; pparams.SwapEffect = D3DSWAPEFFECT_DISCARD;
if (window_flags & SDL_WINDOW_FULLSCREEN) { if (window_flags & SDL_WINDOW_FULLSCREEN) {
if ( ( window_flags & SDL_WINDOW_FULLSCREEN_DESKTOP ) == SDL_WINDOW_FULLSCREEN_DESKTOP ) { if ((window_flags & SDL_WINDOW_FULLSCREEN_DESKTOP) == SDL_WINDOW_FULLSCREEN_DESKTOP) {
pparams.Windowed = TRUE; pparams.Windowed = TRUE;
pparams.FullScreen_RefreshRateInHz = 0; pparams.FullScreen_RefreshRateInHz = 0;
} else { } else {
pparams.Windowed = FALSE; pparams.Windowed = FALSE;
pparams.FullScreen_RefreshRateInHz = pparams.FullScreen_RefreshRateInHz = fullscreen_mode.refresh_rate;
fullscreen_mode.refresh_rate;
} }
} else { } else {
pparams.Windowed = TRUE; pparams.Windowed = TRUE;
@ -663,8 +685,8 @@ D3D_CreateRenderer(SDL_Window * window, Uint32 flags)
} }
/* Get the adapter for the display that the window is on */ /* Get the adapter for the display that the window is on */
displayIndex = SDL_GetWindowDisplayIndex( window ); displayIndex = SDL_GetWindowDisplayIndex(window);
data->adapter = SDL_Direct3D9GetAdapterIndex( displayIndex ); data->adapter = SDL_Direct3D9GetAdapterIndex(displayIndex);
IDirect3D9_GetDeviceCaps(data->d3d, data->adapter, D3DDEVTYPE_HAL, &caps); IDirect3D9_GetDeviceCaps(data->d3d, data->adapter, D3DDEVTYPE_HAL, &caps);
@ -1912,7 +1934,7 @@ SDL_RenderGetD3D9Device(SDL_Renderer * renderer)
device = data->device; device = data->device;
if (device) { if (device) {
IDirect3DDevice9_AddRef( device ); IDirect3DDevice9_AddRef(device);
} }
#endif /* SDL_VIDEO_RENDER_D3D && !SDL_RENDER_DISABLED */ #endif /* SDL_VIDEO_RENDER_D3D && !SDL_RENDER_DISABLED */