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Merge pull request #2065 from rextimmy/d3d11_crash_fix
Fix potential crash with D3D11
This commit is contained in:
commit
da1ac47a93
2 changed files with 3 additions and 2 deletions
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@ -824,7 +824,9 @@ void GFXD3D11Device::reset(DXGI_SWAP_CHAIN_DESC &d3dpp)
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// Now re aquire all the resources we trashed earlier
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// Now re aquire all the resources we trashed earlier
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reacquireDefaultPoolResources();
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reacquireDefaultPoolResources();
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//set last bound shaders
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mD3DDeviceContext->PSSetShader(mLastPixShader, NULL, 0);
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mD3DDeviceContext->VSSetShader(mLastVertShader, NULL, 0);
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// Mark everything dirty and flush to card, for sanity.
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// Mark everything dirty and flush to card, for sanity.
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updateStates(true);
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updateStates(true);
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}
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}
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@ -134,7 +134,6 @@ protected:
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ID3D11DeviceContext1* mD3DDeviceContext1;
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ID3D11DeviceContext1* mD3DDeviceContext1;
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ID3DUserDefinedAnnotation* mUserAnnotation;
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ID3DUserDefinedAnnotation* mUserAnnotation;
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GFXShader* mCurrentShader;
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GFXShaderRef mGenericShader[GS_COUNT];
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GFXShaderRef mGenericShader[GS_COUNT];
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GFXShaderConstBufferRef mGenericShaderBuffer[GS_COUNT];
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GFXShaderConstBufferRef mGenericShaderBuffer[GS_COUNT];
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GFXShaderConstHandle *mModelViewProjSC[GS_COUNT];
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GFXShaderConstHandle *mModelViewProjSC[GS_COUNT];
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