WinRT: fixed a crash in SDL_Quit
SDL was expected that each SDL_DisplayMode had a driverdata field that was SDL_malloc'ed, and was calling SDL_free on them. This change moves WinRT's driverdata content into a SDL_malloc'ed field.main
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abfbed92cf
commit
f4a5a0fad1
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@ -157,8 +157,15 @@ WINRT_ProcessWindowSizeChange()
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// window-resize event as it appeared the SDL window didn't change
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// size, and the Direct3D 11.1 renderer wouldn't resize its swap
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// chain.
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SDL_DisplayMode resizedDisplayMode = WINRT_CalcDisplayModeUsingNativeWindow();
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SDL_DisplayMode resizedDisplayMode;
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if (WINRT_CalcDisplayModeUsingNativeWindow(&resizedDisplayMode) != 0) {
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return;
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}
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if (resizedDisplayMode.w == 0 || resizedDisplayMode.h == 0) {
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if (resizedDisplayMode.driverdata) {
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SDL_free(resizedDisplayMode.driverdata);
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}
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return;
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}
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@ -166,8 +173,14 @@ WINRT_ProcessWindowSizeChange()
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SDL_zero(oldDisplayMode);
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if (WINRT_GlobalSDLVideoDevice) {
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oldDisplayMode = WINRT_GlobalSDLVideoDevice->displays[0].desktop_mode;
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if (WINRT_DuplicateDisplayMode(&(WINRT_GlobalSDLVideoDevice->displays[0].desktop_mode), &resizedDisplayMode) != 0) {
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SDL_free(resizedDisplayMode.driverdata);
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return;
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}
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WINRT_GlobalSDLVideoDevice->displays[0].current_mode = resizedDisplayMode;
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WINRT_GlobalSDLVideoDevice->displays[0].desktop_mode = resizedDisplayMode;
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if (WINRT_GlobalSDLVideoDevice->displays[0].display_modes[0].driverdata) {
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SDL_free(WINRT_GlobalSDLVideoDevice->displays[0].display_modes[0].driverdata);
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}
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WINRT_GlobalSDLVideoDevice->displays[0].display_modes[0] = resizedDisplayMode;
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}
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@ -184,8 +197,8 @@ WINRT_ProcessWindowSizeChange()
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// Landscape to LandscapeFlipped, Portrait to PortraitFlipped,
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// or vice-versa on either of those two, lead to the Direct3D renderer
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// getting updated.
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const DisplayOrientations oldOrientation = (DisplayOrientations) (unsigned int) oldDisplayMode.driverdata;
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const DisplayOrientations newOrientation = (DisplayOrientations) (unsigned int) resizedDisplayMode.driverdata;
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const DisplayOrientations oldOrientation = ((SDL_DisplayModeData *)oldDisplayMode.driverdata)->currentOrientation;
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const DisplayOrientations newOrientation = ((SDL_DisplayModeData *)resizedDisplayMode.driverdata)->currentOrientation;
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if ((oldOrientation == DisplayOrientations::Landscape && newOrientation == DisplayOrientations::LandscapeFlipped) ||
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(oldOrientation == DisplayOrientations::LandscapeFlipped && newOrientation == DisplayOrientations::Landscape) ||
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@ -212,6 +225,10 @@ WINRT_ProcessWindowSizeChange()
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}
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#endif
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}
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if (oldDisplayMode.driverdata) {
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SDL_free(oldDisplayMode.driverdata);
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}
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}
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SDL_WinRTApp::SDL_WinRTApp() :
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@ -147,33 +147,42 @@ WINRT_VideoInit(_THIS)
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return 0;
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}
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SDL_DisplayMode
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WINRT_CalcDisplayModeUsingNativeWindow()
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int
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WINRT_CalcDisplayModeUsingNativeWindow(SDL_DisplayMode * mode)
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{
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SDL_DisplayModeData * driverdata;
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using namespace Windows::Graphics::Display;
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// Create an empty, zeroed-out display mode:
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SDL_DisplayMode mode;
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SDL_zero(mode);
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// Initialize the mode to all zeros:
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SDL_zerop(mode);
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// Go no further if a native window cannot be accessed. This can happen,
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// for example, if this function is called from certain threads, such as
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// the SDL/XAML thread.
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if (!CoreWindow::GetForCurrentThread()) {
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return mode;
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return SDL_SetError("SDL/WinRT display modes cannot be calculated outside of the main thread, such as in SDL's XAML thread");
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}
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// Create a driverdata field:
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driverdata = (SDL_DisplayModeData *) SDL_malloc(sizeof(*driverdata));
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if (!driverdata) {
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return SDL_OutOfMemory();
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}
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SDL_zerop(driverdata);
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// Fill in most fields:
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mode.format = SDL_PIXELFORMAT_RGB888;
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mode.refresh_rate = 0; // TODO, WinRT: see if refresh rate data is available, or relevant (for WinRT apps)
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mode.driverdata = (void *) DisplayProperties::CurrentOrientation;
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mode->format = SDL_PIXELFORMAT_RGB888;
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mode->refresh_rate = 0; // TODO, WinRT: see if refresh rate data is available, or relevant (for WinRT apps)
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mode->driverdata = driverdata;
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driverdata->currentOrientation = DisplayProperties::CurrentOrientation;
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// Calculate the display size given the window size, taking into account
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// the current display's DPI:
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const float currentDPI = Windows::Graphics::Display::DisplayProperties::LogicalDpi;
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const float dipsPerInch = 96.0f;
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mode.w = (int) ((CoreWindow::GetForCurrentThread()->Bounds.Width * currentDPI) / dipsPerInch);
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mode.h = (int) ((CoreWindow::GetForCurrentThread()->Bounds.Height * currentDPI) / dipsPerInch);
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mode->w = (int) ((CoreWindow::GetForCurrentThread()->Bounds.Width * currentDPI) / dipsPerInch);
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mode->h = (int) ((CoreWindow::GetForCurrentThread()->Bounds.Height * currentDPI) / dipsPerInch);
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#if WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP
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// On Windows Phone, the native window's size is always in portrait,
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@ -186,32 +195,52 @@ WINRT_CalcDisplayModeUsingNativeWindow()
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case DisplayOrientations::Landscape:
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case DisplayOrientations::LandscapeFlipped:
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{
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const int tmp = mode.h;
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mode.h = mode.w;
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mode.w = tmp;
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const int tmp = mode->h;
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mode->h = mode->w;
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mode->w = tmp;
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break;
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}
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default:
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break;
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}
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// Attach the mode to te
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#endif
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return mode;
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return 0;
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}
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int
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WINRT_DuplicateDisplayMode(SDL_DisplayMode * dest, const SDL_DisplayMode * src)
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{
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SDL_DisplayModeData * driverdata;
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driverdata = (SDL_DisplayModeData *) SDL_malloc(sizeof(*driverdata));
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if (!driverdata) {
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return SDL_OutOfMemory();
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}
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SDL_memcpy(driverdata, src->driverdata, sizeof(SDL_DisplayModeData));
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SDL_memcpy(dest, src, sizeof(SDL_DisplayMode));
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dest->driverdata = driverdata;
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return 0;
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}
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int
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WINRT_InitModes(_THIS)
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{
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// Retrieve the display mode:
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SDL_DisplayMode mode = WINRT_CalcDisplayModeUsingNativeWindow();
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SDL_DisplayMode mode, desktop_mode;
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if (WINRT_CalcDisplayModeUsingNativeWindow(&mode) != 0) {
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return -1; // If WINRT_CalcDisplayModeUsingNativeWindow fails, it'll already have set the SDL error
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}
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if (mode.w == 0 || mode.h == 0) {
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SDL_free(mode.driverdata);
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return SDL_SetError("Unable to calculate the WinRT window/display's size");
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}
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if (SDL_AddBasicVideoDisplay(&mode) < 0) {
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if (WINRT_DuplicateDisplayMode(&desktop_mode, &mode) != 0) {
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return -1;
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}
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if (SDL_AddBasicVideoDisplay(&desktop_mode) < 0) {
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return -1;
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}
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@ -44,9 +44,25 @@ extern SDL_Window * WINRT_GlobalSDLWindow;
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/* The global, WinRT, video device. */
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extern SDL_VideoDevice * WINRT_GlobalSDLVideoDevice;
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/* Computes the current display mode for Plain Direct3D (non-XAML) apps */
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extern SDL_DisplayMode WINRT_CalcDisplayModeUsingNativeWindow();
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/* Creates a display mode for Plain Direct3D (non-XAML) apps, using the lone, native window's settings.
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Pass in an allocated SDL_DisplayMode field to store the data in.
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This function will return 0 on success, -1 on failure.
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If this function succeeds, be sure to call SDL_free on the
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SDL_DisplayMode's driverdata field.
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*/
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extern int WINRT_CalcDisplayModeUsingNativeWindow(SDL_DisplayMode * mode);
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/* Duplicates a display mode, copying over driverdata as necessary */
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extern int WINRT_DuplicateDisplayMode(SDL_DisplayMode * dest, const SDL_DisplayMode * src);
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/* Display mode internals */
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typedef struct
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{
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Windows::Graphics::Display::DisplayOrientations currentOrientation;
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} SDL_DisplayModeData;
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#ifdef __cplusplus_winrt
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