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D3D11: Fixed a crash after a GPU device-reset on Win32
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@ -851,6 +851,12 @@ D3D11_ReleaseAll(SDL_Renderer * renderer)
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D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
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SDL_Texture *texture = NULL;
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/* Release all textures */
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for (texture = renderer->textures; texture; texture = texture->next) {
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D3D11_DestroyTexture(renderer, texture);
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}
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/* Release/reset everything else */
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if (data) {
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SAFE_RELEASE(data->dxgiFactory);
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SAFE_RELEASE(data->dxgiAdapter);
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@ -874,13 +880,6 @@ D3D11_ReleaseAll(SDL_Renderer * renderer)
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SAFE_RELEASE(data->clippedRasterizer);
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SAFE_RELEASE(data->vertexShaderConstants);
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if (data->hD3D11Mod) {
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SDL_UnloadObject(data->hD3D11Mod);
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}
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if (data->hDXGIMod) {
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SDL_UnloadObject(data->hDXGIMod);
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}
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data->swapEffect = (DXGI_SWAP_EFFECT) 0;
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data->rotation = DXGI_MODE_ROTATION_UNSPECIFIED;
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data->currentRenderTargetView = NULL;
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@ -889,11 +888,18 @@ D3D11_ReleaseAll(SDL_Renderer * renderer)
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data->currentShader = NULL;
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data->currentShaderResource = NULL;
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data->currentSampler = NULL;
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}
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/* Release all textures */
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for (texture = renderer->textures; texture; texture = texture->next) {
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D3D11_DestroyTexture(renderer, texture);
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/* Unload the D3D libraries. This should be done last, in order
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* to prevent IUnknown::Release() calls from crashing.
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*/
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if (data->hD3D11Mod) {
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SDL_UnloadObject(data->hD3D11Mod);
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data->hD3D11Mod = NULL;
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}
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if (data->hDXGIMod) {
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SDL_UnloadObject(data->hDXGIMod);
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data->hDXGIMod = NULL;
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}
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}
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}
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