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Fixed bug 2625 - Direct3D9 with SDL_TEXTUREACCESS_TARGET textures causes an application crash
Roberto I have debugged the code checking the function calls when Direct3D is the renderer, remember that with software and OpenGL renderers, this issue is not happening. - Create the texture: SDL_Texture *pTex = SDL_CreateTexture(pRenderer, iFormat, SDL_TEXTUREACCESS_TARGET, pSurf->w, pSurf->h); - Update the texture: SDL_UpdateTexture(pTex, NULL, pSurf->pixels, pSurf->pitch); SDL_render.c, SDL_UpdateTexture(): return renderer->UpdateTexture(renderer, texture, rect, pixels, pitch); SDL_render_d3d.c, D3D_UpdateTexture(): if (D3D_UpdateTextureRep(data->device, &texturedata->texture, texture->format, rect->x, rect->y, rect->w, rect->h, pixels, pitch) < 0) { SDL_render_d3d.c, D3D_UpdateTextureRep(): if (D3D_CreateStagingTexture(device, texture) < 0) { SDL_render_d3d.c, D3D_CreateStagingTexture(): result = IDirect3DDevice9_CreateTexture(..., D3DPOOL_SYSTEMMEM, ...) --> FAIL! with INVALIDCALL code After checking a bit the Microsoft documentation, I found this: D3DUSAGE_RENDERTARGET can only be used with D3DPOOL_DEFAULT. (https://msdn.microsoft.com/en-us/library/windows/desktop/bb172625%28v=vs.85%29.aspx) The call that fails, is using D3DUSAGE_RENDERTARGET with D3DPOOL_SYSTEMMEM which is unsupported, hence the INVALIDCALL return code.
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@ -843,7 +843,7 @@ D3D_CreateStagingTexture(IDirect3DDevice9 *device, D3D_TextureRep *texture)
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HRESULT result;
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if (texture->staging == NULL) {
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result = IDirect3DDevice9_CreateTexture(device, texture->w, texture->h, 1, texture->usage,
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result = IDirect3DDevice9_CreateTexture(device, texture->w, texture->h, 1, 0,
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PixelFormatToD3DFMT(texture->format),
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D3DPOOL_SYSTEMMEM, &texture->staging, NULL);
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if (FAILED(result)) {
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