Improved D3D12 handling of unrecoverable device loss

This commit is contained in:
Sam Lantinga 2024-10-21 00:37:09 -07:00
parent 315842cf71
commit 92520c1d9b

View File

@ -1338,12 +1338,14 @@ D3D12_HandleDeviceLost(SDL_Renderer *renderer)
result = D3D12_CreateDeviceResources(renderer);
if (FAILED(result)) {
// D3D12_CreateDeviceResources will set the SDL error
D3D12_ReleaseAll(renderer);
return result;
}
result = D3D12_UpdateForWindowSizeChange(renderer);
if (FAILED(result)) {
// D3D12_UpdateForWindowSizeChange will set the SDL error
D3D12_ReleaseAll(renderer);
return result;
}
@ -2830,6 +2832,10 @@ static bool D3D12_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd
D3D12_RenderData *rendererData = (D3D12_RenderData *)renderer->internal;
const int viewportRotation = D3D12_GetRotationForCurrentRenderTarget(renderer);
if (!rendererData->d3dDevice) {
return SDL_SetError("Device lost and couldn't be recovered");
}
if (rendererData->pixelSizeChanged) {
D3D12_UpdateForWindowSizeChange(renderer);
rendererData->pixelSizeChanged = false;
@ -3113,6 +3119,10 @@ static bool D3D12_RenderPresent(SDL_Renderer *renderer)
D3D12_RenderData *data = (D3D12_RenderData *)renderer->internal;
HRESULT result;
if (!data->d3dDevice) {
return SDL_SetError("Device lost and couldn't be recovered");
}
// Transition the render target to present state
D3D12_TransitionResource(data,
data->renderTargets[data->currentBackBufferIndex],