fixed handling of lost d3d device
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@ -1,11 +1,13 @@
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#include <rw.h>
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#include "skeleton.h"
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namespace sk {
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Globals globals;
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Args args;
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bool
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InitRW(void)
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{
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@ -22,13 +24,15 @@ InitRW(void)
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for(i = 0; i < n; i++)
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if(Engine::getSubSystemInfo(&info, i))
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printf("subsystem: %s\n", info.name);
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Engine::setSubSystem(n-1);
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int want = -1;
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VideoMode mode;
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n = Engine::getNumVideoModes();
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for(i = 0; i < n; i++)
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if(Engine::getVideoModeInfo(&mode, i)){
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if(mode.width == 640 && mode.height == 480 && mode.depth == 32)
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// if(mode.width == 640 && mode.height == 480 && mode.depth == 32)
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if(mode.width == 1920 && mode.height == 1080 && mode.depth == 32)
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want = i;
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printf("mode: %dx%dx%d %d\n", mode.width, mode.height, mode.depth, mode.flags);
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}
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@ -898,8 +898,7 @@ destroyNativeRaster(void *object, int32 offset, int32)
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Raster *raster = (Raster*)object;
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D3dRaster *natras = PLUGINOFFSET(D3dRaster, raster, offset);
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#ifdef RW_D3D9
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if(raster->type == Raster::CAMERATEXTURE)
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removeVidmemRaster(raster);
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destroyD3D9Raster(raster);
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#endif
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if(natras->texture)
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deleteObject(natras->texture);
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@ -244,6 +244,18 @@ resetD3d9Device(void)
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d3ddevice->SetMaterial(&d3dmaterial);
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}
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void
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destroyD3D9Raster(Raster *raster)
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{
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int i;
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if(raster->type == Raster::CAMERATEXTURE)
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removeVidmemRaster(raster);
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// Make sure we're not still referencing this raster
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for(i = 0; i < MAXNUMSTAGES; i++)
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if(rwStateCache.texstage[i].raster == raster)
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rwStateCache.texstage[i].raster = nil;
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}
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// RW render state
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static void
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@ -744,12 +756,14 @@ clearCamera(Camera *cam, RGBA *col, uint32 mode)
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Raster *ras = cam->frameBuffer;
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if(!icon &&
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(r.right != d3d9Globals.present.BackBufferWidth || r.bottom != d3d9Globals.present.BackBufferHeight)){
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releaseVidmemRasters();
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d3d9Globals.present.BackBufferWidth = r.right;
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d3d9Globals.present.BackBufferWidth = r.right;
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d3d9Globals.present.BackBufferHeight = r.bottom;
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// TODO: check result
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releaseVidmemRasters();
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d3d::d3ddevice->Reset(&d3d9Globals.present);
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// important that we get all raster back before restoring state
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recreateVidmemRasters();
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resetD3d9Device();
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}
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@ -763,7 +777,19 @@ showRaster(Raster *raster)
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// not used but we want cameras to have rasters
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assert(raster);
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d3ddevice->Present(nil, nil, 0, nil);
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HRESULT res = d3ddevice->Present(nil, nil, 0, nil);
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if(res == D3DERR_DEVICELOST){
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res = d3ddevice->TestCooperativeLevel();
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// lost while being minimized, not reset once we're back
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if(res == D3DERR_DEVICENOTRESET){
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releaseVidmemRasters();
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d3d::d3ddevice->Reset(&d3d9Globals.present);
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// important that we get all raster back before restoring state
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recreateVidmemRasters();
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resetD3d9Device();
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}
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}
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}
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static bool32
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@ -960,6 +986,8 @@ startD3D(void)
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// Use window size in windowed mode, otherwise get size from video mode
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if(d3d9Globals.modes[d3d9Globals.currentMode].flags & VIDEOMODEEXCLUSIVE){
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// this will be much better for restoring after iconification
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SetWindowLong(d3d9Globals.window, GWL_STYLE, WS_POPUP);
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width = d3d9Globals.modes[d3d9Globals.currentMode].mode.Width;
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height = d3d9Globals.modes[d3d9Globals.currentMode].mode.Height;
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}else{
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@ -44,6 +44,7 @@ struct D3d9Globals
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extern D3d9Globals d3d9Globals;
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int findFormatDepth(uint32 format);
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void destroyD3D9Raster(Raster *raster);
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#endif
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void rasterCreate(Raster *raster);
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@ -27,6 +27,8 @@ void genIm3DEnd(void);
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void initFont(void);
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void printScreen(const char *s, float x, float y);
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//#include <Windows.h>
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void
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Init(void)
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{
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