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Issue 2354042: Check for D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES capability during initi...

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Created:
14 years, 11 months ago by apatrick1
Modified:
14 years, 10 months ago
Reviewers:
nicolas, dgkoch, apatrick
CC:
angleproject-review_googlegroups.com
Base URL:
http://angleproject.googlecode.com/svn/trunk/
Visibility:
Public.

Description

- Check for D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES capability during initialization to fail on DirectX8 drivers. - Fail in GetDeviceCaps loop after one second.

Patch Set 1 #

Unified diffs Side-by-side diffs Delta from patch set Stats (+18 lines, -7 lines) Patch
M src/libEGL/Display.cpp View 1 chunk +18 lines, -7 lines 0 comments Download

Messages

Total messages: 6
apatrick1
Hi Daniel, I have been getting crash reports that I suspect, though cannot be sure ...
14 years, 11 months ago (2010-10-06 22:34:13 UTC) #1
dgkoch
LGTM. Good call on the D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES cap -- I hadn't considered that. I believe the ...
14 years, 11 months ago (2010-10-07 00:25:12 UTC) #2
apatrick1
Daniel, some feedback on this patch. This patch did not make it into the 7.0.544.0 ...
14 years, 11 months ago (2010-10-08 21:57:48 UTC) #3
dgkoch
(+nicolas to see if he has anything to add) I've also found some references to ...
14 years, 11 months ago (2010-10-09 04:09:11 UTC) #4
apatrick
I think making ANGLE fail right away is the way to go. It's not ANGLE's ...
14 years, 11 months ago (2010-10-11 18:06:52 UTC) #5
dgkoch
14 years, 10 months ago (2010-10-12 15:39:37 UTC) #6
On 2010/10/11 18:06:52, apatrick wrote:
> I think making ANGLE fail right away is the way to go. It's not ANGLE's
> fault if GetDeviceCaps fails. This is a bit of a hack but I can make the
> Chrome GPU process intermittently call GetDeviceCaps until it succeeds,
> while still pumping its message loop, and only then call eglInitialize. If
> GetDeviceCaps fails in ANGLE code it's then a legit failure. Patch on its
> way if you agree.
> 

Agreed.  I don't think there should normally be cases where one would hit
D3DERR_NOTAVAILABLE right on startup anyhow.

Daniel
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