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

main
David Ludwig 2014-03-23 16:08:32 -04:00
parent 6ce684e92b
commit 46a80b04d8
1 changed files with 17 additions and 11 deletions

View File

@ -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;
}
}
}