Reset the viewport when we reset the other D3D state.
authorSam Lantinga <slouken@libsdl.org>
Wed, 07 Aug 2013 01:14:04 -0700
changeset 7586 6f1539dc6b57
parent 7585 7fd59fc01ee7
child 7587 6438df1610ae
Reset the viewport when we reset the other D3D state. From Sythical: Hello, I've created a simple SDL2 application which draws a texture on the screen. The problem I'm having is that if I launch another program which loads the UAC popup or if I lock my PC and then login again, the application stops drawing the texture. I tried adding SDL_Delay(10000) after SDL_RenderPresent(renderer). This made the texture stay on the screen for a little bit but the texture wasn't drawn again after the delay. Here's my code: #include "SDL.h" int main(int argc, char *argv[]) { SDL_Renderer *renderer; SDL_Window *window; SDL_Surface *surface; SDL_Texture *rect_texture; SDL_Event main_event; SDL_Rect rect_data; int enable_vsync = 1; if(SDL_Init(SDL_INIT_VIDEO) < 0) return 1; window = SDL_CreateWindow("SDL2 Application", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 600, 600, SDL_WINDOW_RESIZABLE); renderer = SDL_CreateRenderer(window, -1, enable_vsync ? SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC : SDL_RENDERER_ACCELERATED); SDL_SetRenderDrawColor(renderer, 20, 20, 30, 255); surface = SDL_LoadBMP("icon.bmp"); rect_texture = SDL_CreateTextureFromSurface(renderer, surface); rect_data.w = 32; rect_data.h = 32; rect_data.x = 300; rect_data.y = 300; while(main_event.type != SDL_QUIT) { SDL_PollEvent(&main_event); SDL_RenderClear(renderer); SDL_RenderCopy(renderer, rect_texture, NULL, &rect_data); SDL_RenderPresent(renderer); } SDL_DestroyTexture(rect_texture); SDL_DestroyRenderer(renderer); SDL_DestroyWindow(window); SDL_Quit(); return 0; }
src/render/direct3d/SDL_render_d3d.c
--- a/src/render/direct3d/SDL_render_d3d.c	Wed Aug 07 00:46:42 2013 -0700
+++ b/src/render/direct3d/SDL_render_d3d.c	Wed Aug 07 01:14:04 2013 -0700
@@ -424,6 +424,7 @@
     IDirect3DDevice9_SetRenderState(data->device, D3DRS_LIGHTING, FALSE);
     IDirect3DDevice9_GetRenderTarget(data->device, 0, &data->defaultRenderTarget);
     SDL_memset(data->scaleMode, 0xFF, sizeof(data->scaleMode));
+    D3D_UpdateViewport(renderer);
     return 0;
 }
 
@@ -449,7 +450,6 @@
         if (D3D_Reset(renderer) < 0) {
             return -1;
         }
-        D3D_UpdateViewport(renderer);
 
         data->updateSize = SDL_FALSE;
     }