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Swallow exceptions in render loop.

And remove debug output statement.
scenegraph-after-breakage
Steven Kirk 10 years ago
parent
commit
cf17c0707f
  1. 6
      src/Avalonia.Visuals/Rendering/DeferredRenderer.cs
  2. 2
      src/Windows/Avalonia.Direct2D1/HwndRenderTarget.cs

6
src/Avalonia.Visuals/Rendering/DeferredRenderer.cs

@ -287,7 +287,11 @@ namespace Avalonia.Rendering
scene = _scene; scene = _scene;
} }
Render(scene); try
{
Render(scene);
}
catch { }
} }
private IRenderTargetBitmapImpl GetOverlay(Size size, double scaling) private IRenderTargetBitmapImpl GetOverlay(Size size, double scaling)

2
src/Windows/Avalonia.Direct2D1/HwndRenderTarget.cs

@ -30,8 +30,6 @@ namespace Avalonia.Direct2D1
Direct2DFactory = AvaloniaLocator.Current.GetService<Factory1>(); Direct2DFactory = AvaloniaLocator.Current.GetService<Factory1>();
DirectWriteFactory = AvaloniaLocator.Current.GetService<SharpDX.DirectWrite.Factory>(); DirectWriteFactory = AvaloniaLocator.Current.GetService<SharpDX.DirectWrite.Factory>();
System.Diagnostics.Debug.WriteLine("Created HwndRenderTarget");
var featureLevels = new[] var featureLevels = new[]
{ {
SharpDX.Direct3D.FeatureLevel.Level_12_1, SharpDX.Direct3D.FeatureLevel.Level_12_1,

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