New upstream version 25.0.3+dfsg1

This commit is contained in:
Sebastian Ramacher 2020-03-25 09:07:22 +01:00
parent 04fe0efc67
commit 8b2e5f2130
569 changed files with 62491 additions and 5875 deletions

View file

@ -251,6 +251,67 @@ void gs_timer_range::Rebuild(ID3D11Device *dev)
throw HRError("Failed to create timer", hr);
}
void gs_texture_3d::RebuildSharedTextureFallback()
{
td = {};
td.Width = 2;
td.Height = 2;
td.Depth = 2;
td.MipLevels = 1;
td.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
td.BindFlags = D3D11_BIND_SHADER_RESOURCE;
width = td.Width;
height = td.Height;
depth = td.Depth;
dxgiFormat = td.Format;
levels = 1;
resourceDesc = {};
resourceDesc.Format = td.Format;
resourceDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
resourceDesc.Texture3D.MostDetailedMip = 0;
resourceDesc.Texture3D.MipLevels = 1;
isShared = false;
}
void gs_texture_3d::Rebuild(ID3D11Device *dev)
{
HRESULT hr;
if (isShared) {
hr = dev->OpenSharedResource((HANDLE)(uintptr_t)sharedHandle,
__uuidof(ID3D11Texture3D),
(void **)&texture);
if (FAILED(hr)) {
blog(LOG_WARNING,
"Failed to rebuild shared texture: ", "0x%08lX",
hr);
RebuildSharedTextureFallback();
}
}
if (!isShared) {
hr = dev->CreateTexture3D(
&td, data.size() ? srd.data() : nullptr, &texture);
if (FAILED(hr))
throw HRError("Failed to create 3D texture", hr);
}
hr = dev->CreateShaderResourceView(texture, &resourceDesc, &shaderRes);
if (FAILED(hr))
throw HRError("Failed to create resource view", hr);
acquired = false;
if ((td.MiscFlags & D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX) != 0) {
ComQIPtr<IDXGIResource> dxgi_res(texture);
if (dxgi_res)
GetSharedHandle(dxgi_res);
device_texture_acquire_sync(this, 0, INFINITE);
}
}
void SavedBlendState::Rebuild(ID3D11Device *dev)
{
HRESULT hr = dev->CreateBlendState(&bd, &state);
@ -276,7 +337,6 @@ const static D3D_FEATURE_LEVEL featureLevels[] = {
D3D_FEATURE_LEVEL_11_0,
D3D_FEATURE_LEVEL_10_1,
D3D_FEATURE_LEVEL_10_0,
D3D_FEATURE_LEVEL_9_3,
};
void gs_device::RebuildDevice()
@ -288,6 +348,9 @@ try {
/* ----------------------------------------------------------------- */
for (gs_device_loss &callback : loss_callbacks)
callback.device_loss_release(callback.data);
gs_obj *obj = first_obj;
while (obj) {
@ -328,6 +391,9 @@ try {
case gs_type::gs_timer_range:
((gs_timer_range *)obj)->Release();
break;
case gs_type::gs_texture_3d:
((gs_texture_3d *)obj)->Release();
break;
}
obj = obj->next;
@ -341,6 +407,7 @@ try {
state.Release();
context->ClearState();
context->Flush();
context.Release();
device.Release();
@ -410,6 +477,9 @@ try {
case gs_type::gs_timer_range:
((gs_timer_range *)obj)->Rebuild(dev);
break;
case gs_type::gs_texture_3d:
((gs_texture_3d *)obj)->Rebuild(dev);
break;
}
obj = obj->next;
@ -440,6 +510,9 @@ try {
for (auto &state : blendStates)
state.Rebuild(dev);
for (gs_device_loss &callback : loss_callbacks)
callback.device_loss_rebuild(device.Get(), callback.data);
} catch (const char *error) {
bcrash("Failed to recreate D3D11: %s", error);