Detect and surface host device loss instead of spinning silently

D3D11Window ignored the HRESULTs from Present, ResizeBuffers, and
CreateRenderTargetView, so a host-side TDR / driver reset / GPU hang left the
render loop presenting to a dead device forever with no error.

Now note_device_loss() inspects those HRESULTs; on DXGI_ERROR_DEVICE_REMOVED/RESET
it captures GetDeviceRemovedReason() and sets device_lost(). The main loop checks
it after render_frame, shows a MessageBox with the reason, and stops cleanly.

Per the agreed scope this is detect-surface-halt, not full device re-creation
(which would have to re-init ImGui + the capture pipeline) -- that's future work.
Not unit-testable (TDR isn't deterministically reproducible); fixed by inspection.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
2026-06-24 01:08:47 +02:00
parent 43d093405e
commit 8182389091
4 changed files with 56 additions and 6 deletions

View File

@@ -169,12 +169,28 @@ bool D3D11Window::create_device()
return true;
}
bool D3D11Window::note_device_loss(HRESULT hr)
{
if (hr != DXGI_ERROR_DEVICE_REMOVED && hr != DXGI_ERROR_DEVICE_RESET)
{
return false;
}
// GetDeviceRemovedReason gives the specific cause (HUNG / driver internal / removed); a plain
// RESET may report S_OK there, so fall back to the originating error in that case.
const HRESULT reason = device_ ? device_->GetDeviceRemovedReason() : hr;
device_lost_reason_ = (reason != S_OK) ? reason : hr;
device_lost_ = true;
return true;
}
void D3D11Window::create_render_target()
{
ComPtr<ID3D11Texture2D> back_buffer;
if (SUCCEEDED(swap_chain_->GetBuffer(0, IID_PPV_ARGS(back_buffer.GetAddressOf()))))
{
device_->CreateRenderTargetView(back_buffer.Get(), nullptr, rtv_.ReleaseAndGetAddressOf());
const HRESULT hr =
device_->CreateRenderTargetView(back_buffer.Get(), nullptr, rtv_.ReleaseAndGetAddressOf());
note_device_loss(hr); // a removed device surfaces here too; the render loop checks device_lost()
}
}
@@ -190,7 +206,11 @@ void D3D11Window::handle_resize(UINT width, UINT height)
return;
}
release_render_target();
swap_chain_->ResizeBuffers(0, width, height, DXGI_FORMAT_UNKNOWN, 0);
const HRESULT hr = swap_chain_->ResizeBuffers(0, width, height, DXGI_FORMAT_UNKNOWN, 0);
if (note_device_loss(hr))
{
return; // device gone; the render loop will see device_lost() and stop
}
create_render_target();
}
@@ -238,7 +258,8 @@ void D3D11Window::render_frame(const RenderCallback& render, UINT sync_interval)
// sync_interval 1 (default) vsyncs to the monitor; 0 presents immediately so the
// caller can pace the flip itself (frame-sync to the game's published frames).
swap_chain_->Present(sync_interval, 0);
const HRESULT hr = swap_chain_->Present(sync_interval, 0);
note_device_loss(hr); // a TDR/driver reset on the host surfaces here; the render loop halts on it
}
void D3D11Window::request_screenshot(std::wstring path)

View File

@@ -47,6 +47,19 @@ public:
// the result (so a confirmation shows once); otherwise returns an empty string.
[[nodiscard]] std::wstring take_screenshot_result();
// True once Present/ResizeBuffers reported DXGI_ERROR_DEVICE_REMOVED/RESET (a host-side TDR,
// driver reset, or GPU hang). The render loop is expected to stop and surface the error rather
// than spin forever on a dead device; full device re-creation is intentionally not attempted.
[[nodiscard]] bool device_lost() const
{
return device_lost_;
}
// The GetDeviceRemovedReason() HRESULT (or the originating error) when device_lost() is true.
[[nodiscard]] HRESULT device_lost_reason() const
{
return device_lost_reason_;
}
[[nodiscard]] HWND hwnd() const
{
return hwnd_;
@@ -68,6 +81,9 @@ private:
void release_render_target();
void handle_resize(UINT width, UINT height);
bool save_backbuffer_png(const std::wstring& path);
// If `hr` is DEVICE_REMOVED/RESET, capture the removed reason and set device_lost_; returns true
// when the device is now lost so the caller can bail out of whatever it was doing.
bool note_device_loss(HRESULT hr);
HWND hwnd_ = nullptr;
std::wstring pending_screenshot_; // set by request_screenshot, consumed in render_frame
@@ -75,6 +91,8 @@ private:
bool resize_pending_ = false;
UINT resize_width_ = 0;
UINT resize_height_ = 0;
bool device_lost_ = false;
HRESULT device_lost_reason_ = S_OK;
Microsoft::WRL::ComPtr<ID3D11Device> device_;
Microsoft::WRL::ComPtr<ID3D11DeviceContext> context_;

View File

@@ -504,6 +504,20 @@ int run()
},
sync_interval);
// A host-side TDR / driver reset / GPU hang surfaces as a lost device on Present. We don't
// attempt to recreate the device (it would have to re-init ImGui + the capture pipeline);
// surface it and stop cleanly rather than spin forever rendering nothing.
if (window.device_lost())
{
wchar_t msg[320];
swprintf_s(msg,
L"The graphics device was lost (0x%08lX) -- a driver reset, GPU hang, or TDR on "
L"this PC.\n\nThe mirror can't continue; please restart CoopAllTheThings.",
static_cast<unsigned long>(window.device_lost_reason()));
MessageBoxW(window.hwnd(), msg, L"CoopAllTheThings -- graphics device lost", MB_ICONERROR | MB_OK);
break;
}
// render_frame saves a pending F10 screenshot just before Present; pick up the
// result here so next frame shows the confirmation toast (kept out of the shot).
if (std::wstring shot = window.take_screenshot_result(); !shot.empty())