D3D11: Fixed a crash after a GPU device-reset on Win32
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diff --git a/src/render/direct3d11/SDL_render_d3d11.c b/src/render/direct3d11/SDL_render_d3d11.c
index efff497..b1709ca 100644
--- a/src/render/direct3d11/SDL_render_d3d11.c
+++ b/src/render/direct3d11/SDL_render_d3d11.c
@@ -851,6 +851,12 @@ D3D11_ReleaseAll(SDL_Renderer * renderer)
D3D11_RenderData *data = (D3D11_RenderData *) renderer->driverdata;
SDL_Texture *texture = NULL;
+ /* Release all textures */
+ for (texture = renderer->textures; texture; texture = texture->next) {
+ D3D11_DestroyTexture(renderer, texture);
+ }
+
+ /* Release/reset everything else */
if (data) {
SAFE_RELEASE(data->dxgiFactory);
SAFE_RELEASE(data->dxgiAdapter);
@@ -874,13 +880,6 @@ D3D11_ReleaseAll(SDL_Renderer * renderer)
SAFE_RELEASE(data->clippedRasterizer);
SAFE_RELEASE(data->vertexShaderConstants);
- if (data->hD3D11Mod) {
- SDL_UnloadObject(data->hD3D11Mod);
- }
- if (data->hDXGIMod) {
- SDL_UnloadObject(data->hDXGIMod);
- }
-
data->swapEffect = (DXGI_SWAP_EFFECT) 0;
data->rotation = DXGI_MODE_ROTATION_UNSPECIFIED;
data->currentRenderTargetView = NULL;
@@ -889,11 +888,18 @@ D3D11_ReleaseAll(SDL_Renderer * renderer)
data->currentShader = NULL;
data->currentShaderResource = NULL;
data->currentSampler = NULL;
- }
- /* Release all textures */
- for (texture = renderer->textures; texture; texture = texture->next) {
- D3D11_DestroyTexture(renderer, texture);
+ /* Unload the D3D libraries. This should be done last, in order
+ * to prevent IUnknown::Release() calls from crashing.
+ */
+ if (data->hD3D11Mod) {
+ SDL_UnloadObject(data->hD3D11Mod);
+ data->hD3D11Mod = NULL;
+ }
+ if (data->hDXGIMod) {
+ SDL_UnloadObject(data->hDXGIMod);
+ data->hDXGIMod = NULL;
+ }
}
}