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https://github.com/Genymobile/scrcpy.git
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Accept texture failures
When the scrcpy window is minimized on Windows with D3D9, texture creation and update fail. In that case, do not terminate scrcpy. Instead, store the pending size or frame to update, to attempt again during the next update or rendering. Fixes #3947 <https://github.com/Genymobile/scrcpy/issues/3947>
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@@ -249,9 +249,9 @@ sc_screen_render(struct sc_screen *screen, bool update_content_rect) {
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sc_screen_update_content_rect(screen);
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}
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bool ok = sc_display_render(&screen->display, &screen->rect,
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screen->rotation);
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(void) ok; // error already logged
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enum sc_display_result res =
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sc_display_render(&screen->display, &screen->rect, screen->rotation);
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(void) res; // any error already logged
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}
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#if defined(__APPLE__) || defined(__WINDOWS__)
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@@ -583,15 +583,17 @@ sc_screen_init_size(struct sc_screen *screen) {
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get_rotated_size(screen->frame_size, screen->rotation);
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screen->content_size = content_size;
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return sc_display_set_texture_size(&screen->display, screen->frame_size);
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enum sc_display_result res =
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sc_display_set_texture_size(&screen->display, screen->frame_size);
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return res != SC_DISPLAY_RESULT_ERROR;
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}
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// recreate the texture and resize the window if the frame size has changed
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static bool
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static enum sc_display_result
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prepare_for_frame(struct sc_screen *screen, struct sc_size new_frame_size) {
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if (screen->frame_size.width == new_frame_size.width
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&& screen->frame_size.height == new_frame_size.height) {
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return true;
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return SC_DISPLAY_RESULT_OK;
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}
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// frame dimension changed
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@@ -615,13 +617,23 @@ sc_screen_update_frame(struct sc_screen *screen) {
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sc_fps_counter_add_rendered_frame(&screen->fps_counter);
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struct sc_size new_frame_size = {frame->width, frame->height};
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if (!prepare_for_frame(screen, new_frame_size)) {
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enum sc_display_result res = prepare_for_frame(screen, new_frame_size);
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if (res == SC_DISPLAY_RESULT_ERROR) {
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return false;
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}
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if (res == SC_DISPLAY_RESULT_PENDING) {
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// Not an error, but do not continue
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return true;
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}
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if (!sc_display_update_texture(&screen->display, frame)) {
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res = sc_display_update_texture(&screen->display, frame);
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if (res == SC_DISPLAY_RESULT_ERROR) {
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return false;
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}
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if (res == SC_DISPLAY_RESULT_PENDING) {
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// Not an error, but do not continue
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return true;
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}
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if (!screen->has_frame) {
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screen->has_frame = true;
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