| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
|
|
|
|
| |
When a Direct3D 9Ex device fails to reset, it gets put into the lost
state, so set the lost_device flag and don't attempt to present until
the device moves out of that state. Failure to recreate the size-
dependent objects should set lost_device as well, since we shouldn't try
to present in that state.
Also, it looks like I was too eager to remove code that sets priv
members to NULL and I accidentally removed some that was needed.
|
|
|
|
|
|
| |
Direct3D doesn't like 0-sized swapchain dimensions, even when those
dimensions are automatically set. Manually set them to a size that isn't
zero instead.
|
|
WGL_NV_DX_interop is widely supported by Nvidia and AMD drivers. It
allows a texture to be shared between Direct3D and WGL, so that
rendering can be done with WGL and presentation can be done with
Direct3D. This should allow us to work around some persistent WGL
issues, such as dropped frames with some driver/OS combos, drivers that
buffer frames to increase performance at the cost of latency, and the
inability to disable exclusive fullscreen mode when using WGL to render
to a fullscreen window.
The addition of a DX_interop backend might also enable some cool
Direct3D-specific enhancements in the future, such as using the
GetPresentStatistics API to get accurate frame presentation timestamps.
Note that due to a driver bug, this backend is currently broken on
Intel. It will appear to work as long as the window is not resized too
often, but after a few changes of size it will be unable to share the
newly created renderbuffer with GL. See:
https://software.intel.com/en-us/forums/graphics-driver-bug-reporting/topic/562051
|