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https://github.com/Relintai/sdl2_frt.git
synced 2024-12-16 11:06:49 +01:00
Fixed crash if render target textures are used while the device is lost
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ae05f178c2
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@ -1029,6 +1029,11 @@ D3D_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
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}
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#endif
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if (!data) {
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SDL_SetError("Texture is not currently available");
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return -1;
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}
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if (D3D_UpdateTextureInternal(data->texture, texture->format, full_texture, rect->x, rect->y, rect->w, rect->h, pixels, pitch) < 0) {
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return -1;
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}
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@ -1068,6 +1073,11 @@ D3D_UpdateTextureYUV(SDL_Renderer * renderer, SDL_Texture * texture,
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}
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#endif
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if (!data) {
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SDL_SetError("Texture is not currently available");
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return -1;
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}
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if (D3D_UpdateTextureInternal(data->texture, texture->format, full_texture, rect->x, rect->y, rect->w, rect->h, Yplane, Ypitch) < 0) {
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return -1;
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}
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@ -1089,6 +1099,11 @@ D3D_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
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D3DLOCKED_RECT locked;
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HRESULT result;
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if (!data) {
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SDL_SetError("Texture is not currently available");
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return -1;
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}
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if (data->yuv) {
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/* It's more efficient to upload directly... */
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if (!data->pixels) {
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@ -1124,6 +1139,10 @@ D3D_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
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{
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D3D_TextureData *data = (D3D_TextureData *) texture->driverdata;
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if (!data) {
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return;
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}
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if (data->yuv) {
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const SDL_Rect *rect = &data->locked_rect;
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void *pixels =
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@ -1156,6 +1175,11 @@ D3D_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture)
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}
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texturedata = (D3D_TextureData *)texture->driverdata;
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if (!texturedata) {
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SDL_SetError("Texture is not currently available");
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return -1;
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}
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result = IDirect3DTexture9_GetSurfaceLevel(texturedata->texture, 0, &data->currentRenderTarget);
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if(FAILED(result)) {
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return D3D_SetError("GetSurfaceLevel()", result);
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@ -1531,7 +1555,7 @@ D3D_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
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const SDL_Rect * srcrect, const SDL_FRect * dstrect)
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{
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D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
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D3D_TextureData *texturedata = (D3D_TextureData *) texture->driverdata;
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D3D_TextureData *texturedata;
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LPDIRECT3DPIXELSHADER9 shader = NULL;
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float minx, miny, maxx, maxy;
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float minu, maxu, minv, maxv;
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@ -1543,6 +1567,12 @@ D3D_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
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return -1;
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}
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texturedata = (D3D_TextureData *)texture->driverdata;
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if (!texturedata) {
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SDL_SetError("Texture is not currently available");
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return -1;
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}
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minx = dstrect->x - 0.5f;
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miny = dstrect->y - 0.5f;
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maxx = dstrect->x + dstrect->w - 0.5f;
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@ -1643,7 +1673,7 @@ D3D_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture,
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const double angle, const SDL_FPoint * center, const SDL_RendererFlip flip)
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{
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D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
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D3D_TextureData *texturedata = (D3D_TextureData *) texture->driverdata;
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D3D_TextureData *texturedata;
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LPDIRECT3DPIXELSHADER9 shader = NULL;
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float minx, miny, maxx, maxy;
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float minu, maxu, minv, maxv;
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@ -1656,6 +1686,12 @@ D3D_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture,
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return -1;
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}
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texturedata = (D3D_TextureData *)texture->driverdata;
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if (!texturedata) {
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SDL_SetError("Texture is not currently available");
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return -1;
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}
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centerx = center->x;
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centery = center->y;
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