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Handle window resizing on the render thread in D3D11 and D3D12
This prevents crashing when a separate thread is being used for rendering Discussion and sample code in https://github.com/libsdl-org/SDL/issues/8528
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2 changed files with 18 additions and 2 deletions
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@ -138,6 +138,7 @@ typedef struct
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ID3D11SamplerState *nearestPixelSampler;
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ID3D11SamplerState *linearSampler;
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D3D_FEATURE_LEVEL featureLevel;
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SDL_bool pixelSizeChanged;
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/* Rasterizers */
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ID3D11RasterizerState *mainRasterizer;
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@ -1036,8 +1037,10 @@ void D3D11_Trim(SDL_Renderer *renderer)
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static void D3D11_WindowEvent(SDL_Renderer *renderer, const SDL_WindowEvent *event)
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{
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D3D11_RenderData *data = (D3D11_RenderData *)renderer->driverdata;
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if (event->type == SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED) {
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D3D11_UpdateForWindowSizeChange(renderer);
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data->pixelSizeChanged = SDL_TRUE;
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}
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}
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@ -2094,6 +2097,11 @@ static int D3D11_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd,
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D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->driverdata;
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const int viewportRotation = D3D11_GetRotationForCurrentRenderTarget(renderer);
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if (rendererData->pixelSizeChanged) {
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D3D11_UpdateForWindowSizeChange(renderer);
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rendererData->pixelSizeChanged = SDL_FALSE;
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}
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if (rendererData->currentViewportRotation != viewportRotation) {
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rendererData->currentViewportRotation = viewportRotation;
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rendererData->viewportDirty = SDL_TRUE;
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