Commit 116a5344ff4e8b8166eac2db540cd6578b4ba02e

Sam Lantinga 2023-07-03T17:39:29

Fixed resource leak and crash at exit in the D3D11 renderer Also, for some reason ID3D11DeviceContext_OMGetRenderTargets() was failing in the second read pixels call in the "testautomation --filter render_testViewport" test. We already know the target view, so just use that. (cherry picked from commit 619f65af0c390dd10bc0e6bf9dc1227e7ecee54d) (cherry picked from commit 61808b03b5c5e2efe9b37d6c699c133d47448ea9)

1
2
3
4
5
6
7
8
9
10
11
12
13
diff --git a/src/render/direct3d11/SDL_render_d3d11.c b/src/render/direct3d11/SDL_render_d3d11.c
index 06d6621..2d8ee3c 100644
--- a/src/render/direct3d11/SDL_render_d3d11.c
+++ b/src/render/direct3d11/SDL_render_d3d11.c
@@ -2143,7 +2143,7 @@ static int D3D11_RenderReadPixels(SDL_Renderer *renderer, const SDL_Rect *rect,
     D3D11_BOX srcBox;
     D3D11_MAPPED_SUBRESOURCE textureMemory;
 
-    ID3D11DeviceContext_OMGetRenderTargets(data->d3dContext, 1, &renderTargetView, NULL);
+    renderTargetView = D3D11_GetCurrentRenderTargetView(renderer);
     if (renderTargetView == NULL) {
         SDL_SetError("%s, ID3D11DeviceContext::OMGetRenderTargets failed", __FUNCTION__);
         goto done;