Commit Graph

5 Commits (8f52179912bbebf5a3d78a53eb228626386eb69d)

Author SHA1 Message Date
jp9000 e74a007718 libobs-d3d11: Allow rebuild even if output duplicator fails
Prevents an issue where the output duplicator would cause the program to
crash if the graphics driver crashes and the graphics subsystem needs to
be rebuilt.
2017-11-16 20:49:56 -08:00
jp9000 aafe08db5c libobs-d3d11: Fix potential issue rebuilding shared texture
Sometimes when rebuilding a texture, it often has to fall back and
create a temporary texture, but it'll fail when trying to create a
shader resource for it.  The suspicion is because it's due to not having
the proper shader binding flag when creating that temporary texture, so
this fixes that possible loophole.
2017-06-24 05:44:32 -07:00
jp9000 8cc5f8de55 libobs-d3d11: Don't crash if unable to rebuild shared texture
When rebuilding the graphics subsystem, it's possible a shared texture
may no longer be available.  In this case, just soft fail and allow the
texture to be rebuilt rather than crash the entire program over it.
2016-12-21 16:09:12 -08:00
jp9000 bd5de5d938 libobs-d3d11: Include GDI surface in rebuild
The GDI surface was not included in the rebuild process, therefore when
window capture is used, it would cause a crash after a rebuild.
2016-11-06 16:46:38 -08:00
jp9000 8e8834f109 libobs-d3d11: Rebuild device and assets if device removed/reset
Due to an NVIDIA driver bug with the Windows 10 Anniversary Update,
there are an increasingly large number of reports of "Device Removed"
errors and TDRs.  When this happens, OBS stops outputting all data
because all graphics functions are failing, and it appears to just
"freeze up" for users.

To temporarily alleviate this issue while waiting for it to be fixed,
the D3D subsystem can be rebuilt when that happens, all assets can be
reloaded to ensure that it can continue functioning (with a minor hiccup
in playback).

To allow rebuilding the entire D3D subsystem, all objects that contain
D3D references must be part of a linked list (with a few exceptions) so
we can quickly traverse them all whenever needed, and all data for those
resources (static resources primarily, such as shaders, textures, index
buffers, vertex buffers) must be stored in RAM so they can be recreated
whenever needed.

Then if D3D reports a "device removed" or "device reset" error, all D3D
references must first be fully released with no stray references; the
linked list must be fully traversed until all references are released.
Then, the linked list must once again be traversed again, and all those
D3D objects must be recreated with the same data and descriptors (which
are now saved in each object).  Finally, all states need to be reset.

After that's complete, the device is able to continue functioning almost
as it was before, although the output to recording/stream may get a few
green frames due to texture data being reset.

This will temporarily alleviate the "Device Removed" issue while waiting
for a fix from NVIDIA.
2016-11-03 09:23:24 -07:00