From a99bf4d705f0d1909fb37acc9c5433ea68dabb12 Mon Sep 17 00:00:00 2001 From: David Ludwig Date: Mon, 24 Mar 2014 22:51:03 -0400 Subject: [PATCH] WinRT: Call IDXGIDevice3::Trim before app-suspend, as required on Windows 8.1 Thanks to Sylvain Becker for pointing this out! --- src/core/winrt/SDL_winrtapp_direct3d.cpp | 19 +++++++++++++++++ src/render/direct3d11/SDL_render_d3d11.c | 26 ++++++++++++++++++++++++ 2 files changed, 45 insertions(+) diff --git a/src/core/winrt/SDL_winrtapp_direct3d.cpp b/src/core/winrt/SDL_winrtapp_direct3d.cpp index 1e32e3ab3..3a9f597f6 100644 --- a/src/core/winrt/SDL_winrtapp_direct3d.cpp +++ b/src/core/winrt/SDL_winrtapp_direct3d.cpp @@ -70,6 +70,13 @@ extern "C" { #include "SDL_winrtapp_common.h" #include "SDL_winrtapp_direct3d.h" +#if SDL_VIDEO_RENDER_D3D11 && !SDL_RENDER_DISABLED +/* Calling IDXGIDevice3::Trim on the active Direct3D 11.x device is necessary + * when Windows 8.1 apps are about to get suspended. + */ +extern "C" void D3D11_Trim(SDL_Renderer *); +#endif + // Compile-time debugging options: // To enable, uncomment; to disable, comment them out. @@ -616,6 +623,18 @@ void SDL_WinRTApp::OnSuspending(Platform::Object^ sender, SuspendingEventArgs^ a // WinRT. SDL_SendAppEvent(SDL_APP_DIDENTERBACKGROUND); + // Let the Direct3D 11 renderer prepare for the app to be backgrounded. + // This is necessary for Windows 8.1, possibly elsewhere in the future. + // More details at: http://msdn.microsoft.com/en-us/library/windows/apps/Hh994929.aspx +#if SDL_VIDEO_RENDER_D3D11 && !SDL_RENDER_DISABLED + if (WINRT_GlobalSDLWindow) { + SDL_Renderer * renderer = SDL_GetRenderer(WINRT_GlobalSDLWindow); + if (renderer && (SDL_strcmp(renderer->info.name, "direct3d11") == 0)) { + D3D11_Trim(renderer); + } + } +#endif + deferral->Complete(); }); } diff --git a/src/render/direct3d11/SDL_render_d3d11.c b/src/render/direct3d11/SDL_render_d3d11.c index df6983d4a..806846c78 100644 --- a/src/render/direct3d11/SDL_render_d3d11.c +++ b/src/render/direct3d11/SDL_render_d3d11.c @@ -35,6 +35,10 @@ #ifdef __WINRT__ +#if NTDDI_VERSION > NTDDI_WIN8 +#include +#endif + #include "SDL_render_winrt.h" #if WINAPI_FAMILY == WINAPI_FAMILY_APP @@ -134,6 +138,7 @@ typedef struct /* Defined here so we don't have to include uuid.lib */ static const GUID IID_IDXGIFactory2 = { 0x50c83a1c, 0xe072, 0x4c48, { 0x87, 0xb0, 0x36, 0x30, 0xfa, 0x36, 0xa6, 0xd0 } }; static const GUID IID_IDXGIDevice1 = { 0x77db970f, 0x6276, 0x48ba, { 0xba, 0x28, 0x07, 0x01, 0x43, 0xb4, 0x39, 0x2c } }; +static const GUID IID_IDXGIDevice3 = { 0x6007896c, 0x3244, 0x4afd, { 0xbf, 0x18, 0xa6, 0xd3, 0xbe, 0xda, 0x50, 0x23 } }; static const GUID IID_ID3D11Texture2D = { 0x6f15aaf2, 0xd208, 0x4e89, { 0x9a, 0xb4, 0x48, 0x95, 0x35, 0xd3, 0x4f, 0x9c } }; static const GUID IID_ID3D11Device1 = { 0xa04bfb29, 0x08ef, 0x43d6, { 0xa4, 0x9c, 0xa9, 0xbd, 0xbd, 0xcb, 0xe6, 0x86 } }; static const GUID IID_ID3D11DeviceContext1 = { 0xbb2c6faa, 0xb5fb, 0x4082, { 0x8e, 0x6b, 0x38, 0x8b, 0x8c, 0xfa, 0x90, 0xe1 } }; @@ -1601,6 +1606,27 @@ D3D11_HandleDeviceLost(SDL_Renderer * renderer) return S_OK; } +void +D3D11_Trim(SDL_Renderer * renderer) +{ +#ifdef __WINRT__ +#if NTDDI_VERSION > NTDDI_WIN8 + D3D11_RenderData *data = (D3D11_RenderData *)renderer->driverdata; + HRESULT result = S_OK; + IDXGIDevice3 *dxgiDevice = NULL; + + result = ID3D11Device_QueryInterface(data->d3dDevice, &IID_IDXGIDevice3, &dxgiDevice); + if (FAILED(result)) { + //WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device to IDXGIDevice3", result); + return; + } + + IDXGIDevice3_Trim(dxgiDevice); + SAFE_RELEASE(dxgiDevice); +#endif +#endif +} + static void D3D11_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event) {