On Wed Aug 27 12:01:03 2025 +0000, Elizabeth Figura wrote:
I don't think this explanation makes sense. Before the implicit swapchain destroys its own buffers, it should call wined3d_device_uninit_3d(), which in turn sets device->d3d_initialized to FALSE. At that point texture_resource_unload() will not try to acquire a context. Why isn't this mechanism working?
good point, i didn't know about this. i haven't confirmed it yet but there could be a race condition because texture resource unload is done asynchronously. i.e. implicit swapchain destroyed -> texture unload queued -> new swapchain created -> texture unload called.