direct3d: Be more aggressive about resetting state when textures go away. Fixes Bugzilla #4768.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44
diff --git a/src/render/direct3d/SDL_render_d3d.c b/src/render/direct3d/SDL_render_d3d.c
index 9fb009f..63df321 100644
--- a/src/render/direct3d/SDL_render_d3d.c
+++ b/src/render/direct3d/SDL_render_d3d.c
@@ -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) {