direct3d: Be more aggressive about resetting state when textures go away.

Fixes Bugzilla #4768.
This commit is contained in:
Ryan C. Gordon 2019-09-02 00:11:58 -04:00
parent a3804ba1da
commit 847bd8d983

View File

@ -234,6 +234,10 @@ D3D_InitRenderState(D3D_RenderData *data)
D3DMATRIX matrix;
IDirect3DDevice9 *device = data->device;
IDirect3DDevice9_SetPixelShader(device, NULL);
IDirect3DDevice9_SetTexture(device, 0, NULL);
IDirect3DDevice9_SetTexture(device, 1, NULL);
IDirect3DDevice9_SetTexture(device, 2, NULL);
IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1);
IDirect3DDevice9_SetVertexShader(device, NULL);
IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE);
@ -708,8 +712,14 @@ D3D_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
texturedata->texture.dirty = SDL_TRUE;
if (data->drawstate.texture == texture) {
data->drawstate.texture = NULL;
IDirect3DDevice9_SetPixelShader(data->device, NULL);
IDirect3DDevice9_SetTexture(data->device, 0, NULL);
if (texturedata->yuv) {
IDirect3DDevice9_SetTexture(data->device, 1, NULL);
IDirect3DDevice9_SetTexture(data->device, 2, NULL);
}
}
}
}
}
static int
@ -1513,6 +1523,12 @@ D3D_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture)
if (renderdata->drawstate.texture == texture) {
renderdata->drawstate.texture = NULL;
IDirect3DDevice9_SetPixelShader(renderdata->device, NULL);
IDirect3DDevice9_SetTexture(renderdata->device, 0, NULL);
if (data->yuv) {
IDirect3DDevice9_SetTexture(renderdata->device, 1, NULL);
IDirect3DDevice9_SetTexture(renderdata->device, 2, NULL);
}
}
if (!data) {