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AtlasEngine: Fix some Windows 10 <14393 bugs (#15485)
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This fixes a couple spots where I wasn't properly checking
for the existence of some optional D2D interfaces.

## Validation Steps Performed
I haven't tested this and don't intend to do it just yet.
Windows Terminal requires build 19041 at least anyways.

(cherry picked from commit f0705fb)
Service-Card-Id: 89409006
Service-Version: 1.18
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lhecker authored and DHowett committed Jul 27, 2023
1 parent d11e4dd commit 1733c80
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Showing 2 changed files with 6 additions and 4 deletions.
5 changes: 3 additions & 2 deletions src/renderer/atlas/BackendD2D.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -75,6 +75,7 @@ void BackendD2D::_handleSettingsUpdate(const RenderingPayload& p)
{
wil::com_ptr<ID3D11Texture2D> buffer;
THROW_IF_FAILED(p.swapChain.swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), reinterpret_cast<void**>(buffer.addressof())));
const auto surface = buffer.query<IDXGISurface>();

const D2D1_RENDER_TARGET_PROPERTIES props{
.type = D2D1_RENDER_TARGET_TYPE_DEFAULT,
Expand All @@ -83,8 +84,8 @@ void BackendD2D::_handleSettingsUpdate(const RenderingPayload& p)
.dpiY = static_cast<f32>(p.s->font->dpi),
};
// ID2D1RenderTarget and ID2D1DeviceContext are the same and I'm tired of pretending they're not.
THROW_IF_FAILED(p.d2dFactory->CreateDxgiSurfaceRenderTarget(buffer.query<IDXGISurface>().get(), &props, reinterpret_cast<ID2D1RenderTarget**>(_renderTarget.addressof())));
_renderTarget.query_to(_renderTarget4.addressof());
THROW_IF_FAILED(p.d2dFactory->CreateDxgiSurfaceRenderTarget(surface.get(), &props, reinterpret_cast<ID2D1RenderTarget**>(_renderTarget.addressof())));
_renderTarget.try_query_to(_renderTarget4.addressof());

_renderTarget->SetUnitMode(D2D1_UNIT_MODE_PIXELS);
_renderTarget->SetAntialiasMode(D2D1_ANTIALIAS_MODE_ALIASED);
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5 changes: 3 additions & 2 deletions src/renderer/atlas/BackendD3D.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -782,6 +782,7 @@ void BackendD3D::_resizeGlyphAtlas(const RenderingPayload& p, const u16 u, const

// We have our own glyph cache so Direct2D's cache doesn't help much.
// This saves us 1MB of RAM, which is not much, but also not nothing.
if (_d2dRenderTarget4)
{
wil::com_ptr<ID2D1Device> device;
_d2dRenderTarget4->GetDevice(device.addressof());
Expand Down Expand Up @@ -1370,12 +1371,12 @@ bool BackendD3D::_drawGlyph(const RenderingPayload& p, const AtlasFontFaceEntryI
static_cast<f32>(rect.x + rect.w) / transform.m11,
static_cast<f32>(rect.y + rect.h) / transform.m22,
};
_d2dRenderTarget4->PushAxisAlignedClip(&clipRect, D2D1_ANTIALIAS_MODE_ALIASED);
_d2dRenderTarget->PushAxisAlignedClip(&clipRect, D2D1_ANTIALIAS_MODE_ALIASED);
}
const auto boxGlyphCleanup = wil::scope_exit([&]() {
if (isBoxGlyph)
{
_d2dRenderTarget4->PopAxisAlignedClip();
_d2dRenderTarget->PopAxisAlignedClip();
}
});

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