Stub out D3D11_Wait, fix crash when unclaiming windows, fix backend order

d3d11-revived
Caleb Cornett 2023-09-29 20:52:14 -05:00
parent e195e7f222
commit 413095923b
2 changed files with 10 additions and 4 deletions

View File

@ -53,8 +53,8 @@
static const Refresh_Driver *backends[] = {
NULL,
D3D11_DRIVER,
VULKAN_DRIVER,
D3D11_DRIVER,
PS5_DRIVER
};

View File

@ -1273,13 +1273,19 @@ static Refresh_Texture* D3D11_AcquireSwapchainTexture(
) {
D3D11Renderer *renderer = (D3D11Renderer*) driverData;
D3D11CommandBuffer *cmdbuf = (D3D11CommandBuffer*) commandBuffer;
D3D11WindowData *windowData;
D3D11SwapchainData *swapchainData;
DXGI_SWAP_CHAIN_DESC swapchainDesc;
int w, h;
HRESULT res;
/* Fetch the window and swapchain data. */
swapchainData = D3D11_INTERNAL_FetchWindowData(windowHandle)->swapchainData;
windowData = D3D11_INTERNAL_FetchWindowData(windowHandle);
if (windowData == NULL)
{
return NULL;
}
swapchainData = windowData->swapchainData;
if (swapchainData == NULL)
{
return NULL;
@ -1387,7 +1393,7 @@ static Refresh_Fence* D3D11_SubmitAndAcquireFence(
static void D3D11_Wait(
Refresh_Renderer *driverData
) {
NOT_IMPLEMENTED
/* FIXME: Anything we need to do here? */
}
static void D3D11_WaitForFences(