direct3d: Make sure streaming textures update before being used for drawing.

Fixes Bugzilla #4402.
This commit is contained in:
Ryan C. Gordon 2018-12-03 01:58:23 -05:00
parent b744108af8
commit 33f78eb163

View File

@ -995,11 +995,10 @@ D3D_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * t
} }
static int static int
BindTextureRep(IDirect3DDevice9 *device, D3D_TextureRep *texture, DWORD sampler) UpdateDirtyTexture(IDirect3DDevice9 *device, D3D_TextureRep *texture)
{ {
HRESULT result;
if (texture->dirty && texture->staging) { if (texture->dirty && texture->staging) {
HRESULT result;
if (!texture->texture) { if (!texture->texture) {
result = IDirect3DDevice9_CreateTexture(device, texture->w, texture->h, 1, texture->usage, result = IDirect3DDevice9_CreateTexture(device, texture->w, texture->h, 1, texture->usage,
PixelFormatToD3DFMT(texture->format), D3DPOOL_DEFAULT, &texture->texture, NULL); PixelFormatToD3DFMT(texture->format), D3DPOOL_DEFAULT, &texture->texture, NULL);
@ -1014,6 +1013,14 @@ BindTextureRep(IDirect3DDevice9 *device, D3D_TextureRep *texture, DWORD sampler)
} }
texture->dirty = SDL_FALSE; texture->dirty = SDL_FALSE;
} }
return 0;
}
static int
BindTextureRep(IDirect3DDevice9 *device, D3D_TextureRep *texture, DWORD sampler)
{
HRESULT result;
UpdateDirtyTexture(device, texture);
result = IDirect3DDevice9_SetTexture(device, sampler, (IDirect3DBaseTexture9 *)texture->texture); result = IDirect3DDevice9_SetTexture(device, sampler, (IDirect3DBaseTexture9 *)texture->texture);
if (FAILED(result)) { if (FAILED(result)) {
return D3D_SetError("SetTexture()", result); return D3D_SetError("SetTexture()", result);
@ -1091,6 +1098,13 @@ SetDrawState(D3D_RenderData *data, const SDL_RenderCommand *cmd)
SDL_Texture *texture = cmd->data.draw.texture; SDL_Texture *texture = cmd->data.draw.texture;
const SDL_BlendMode blend = cmd->data.draw.blend; const SDL_BlendMode blend = cmd->data.draw.blend;
if (texture) {
D3D_TextureData *texturedata = (D3D_TextureData *)texture->driverdata;
if (texturedata) {
UpdateDirtyTexture(data->device, &texturedata->texture);
}
}
if (texture != data->drawstate.texture) { if (texture != data->drawstate.texture) {
D3D_TextureData *oldtexturedata = data->drawstate.texture ? (D3D_TextureData *) data->drawstate.texture->driverdata : NULL; D3D_TextureData *oldtexturedata = data->drawstate.texture ? (D3D_TextureData *) data->drawstate.texture->driverdata : NULL;
D3D_TextureData *newtexturedata = texture ? (D3D_TextureData *) texture->driverdata : NULL; D3D_TextureData *newtexturedata = texture ? (D3D_TextureData *) texture->driverdata : NULL;