I tested device lost with testffmpeg and the latest SDL3.
This is the call stack at the crash:
SDL3.dll!D3D11_CreateSwapChain(SDL_Renderer * renderer, int w, int h) Line 980 C
SDL3.dll!D3D11_CreateWindowSizeDependentResources(SDL_Renderer * renderer) Line 1125 C
SDL3.dll!D3D11_UpdateForWindowSizeChange(SDL_Renderer * renderer) Line 1198 C
SDL3.dll!D3D11_HandleDeviceLost(SDL_Renderer * renderer) Line 1058 C
SDL3.dll!D3D11_RenderPresent(SDL_Renderer * renderer) Line 2728 C
SDL3.dll!SDL_RenderPresent_REAL(SDL_Renderer * renderer) Line 4455 C
SDL3.dll!SDL_RenderPresent(SDL_Renderer * a) Line 680 C
Actually before jumping to the crash point above, there was another memory issue related to D3D11_CreateBlendState() but I just made a temporary fix to bypass that point.
I tested device lost with testffmpeg and the latest SDL3.
This is the call stack at the crash:
Actually before jumping to the crash point above, there was another memory issue related to D3D11_CreateBlendState() but I just made a temporary fix to bypass that point.