Don't try to create a vbo if we aren't using any vertices
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diff --git a/src/render/direct3d/SDL_render_d3d.c b/src/render/direct3d/SDL_render_d3d.c
index fb5fc62..3a876e1 100644
--- a/src/render/direct3d/SDL_render_d3d.c
+++ b/src/render/direct3d/SDL_render_d3d.c
@@ -1090,46 +1090,48 @@ D3D_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *verti
return -1;
}
- /* upload the new VBO data for this set of commands. */
- vbo = data->vertexBuffers[vboidx];
- if (data->vertexBufferSize[vboidx] < vertsize) {
- const DWORD usage = D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY;
- const DWORD fvf = D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1;
- if (vbo) {
- IDirect3DVertexBuffer9_Release(vbo);
- }
+ if (vertices) {
+ /* upload the new VBO data for this set of commands. */
+ vbo = data->vertexBuffers[vboidx];
+ if (data->vertexBufferSize[vboidx] < vertsize) {
+ const DWORD usage = D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY;
+ const DWORD fvf = D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1;
+ if (vbo) {
+ IDirect3DVertexBuffer9_Release(vbo);
+ }
- if (FAILED(IDirect3DDevice9_CreateVertexBuffer(data->device, (UINT) vertsize, usage, fvf, D3DPOOL_DEFAULT, &vbo, NULL))) {
- vbo = NULL;
+ if (FAILED(IDirect3DDevice9_CreateVertexBuffer(data->device, (UINT) vertsize, usage, fvf, D3DPOOL_DEFAULT, &vbo, NULL))) {
+ vbo = NULL;
+ }
+ data->vertexBuffers[vboidx] = vbo;
+ data->vertexBufferSize[vboidx] = vbo ? vertsize : 0;
}
- data->vertexBuffers[vboidx] = vbo;
- data->vertexBufferSize[vboidx] = vbo ? vertsize : 0;
- }
- if (vbo) {
- void *ptr;
- if (FAILED(IDirect3DVertexBuffer9_Lock(vbo, 0, (UINT) vertsize, &ptr, D3DLOCK_DISCARD))) {
- vbo = NULL; /* oh well, we'll do immediate mode drawing. :( */
- } else {
- SDL_memcpy(ptr, vertices, vertsize);
- if (FAILED(IDirect3DVertexBuffer9_Unlock(vbo))) {
+ if (vbo) {
+ void *ptr;
+ if (FAILED(IDirect3DVertexBuffer9_Lock(vbo, 0, (UINT) vertsize, &ptr, D3DLOCK_DISCARD))) {
vbo = NULL; /* oh well, we'll do immediate mode drawing. :( */
+ } else {
+ SDL_memcpy(ptr, vertices, vertsize);
+ if (FAILED(IDirect3DVertexBuffer9_Unlock(vbo))) {
+ vbo = NULL; /* oh well, we'll do immediate mode drawing. :( */
+ }
}
}
- }
- /* cycle through a few VBOs so D3D has some time with the data before we replace it. */
- if (vbo) {
- data->currentVertexBuffer++;
- if (data->currentVertexBuffer >= SDL_arraysize(data->vertexBuffers)) {
- data->currentVertexBuffer = 0;
+ /* cycle through a few VBOs so D3D has some time with the data before we replace it. */
+ if (vbo) {
+ data->currentVertexBuffer++;
+ if (data->currentVertexBuffer >= SDL_arraysize(data->vertexBuffers)) {
+ data->currentVertexBuffer = 0;
+ }
+ } else if (!data->reportedVboProblem) {
+ SDL_LogError(SDL_LOG_CATEGORY_RENDER, "SDL failed to get a vertex buffer for this Direct3D 9 rendering batch!");
+ SDL_LogError(SDL_LOG_CATEGORY_RENDER, "Dropping back to a slower method.");
+ SDL_LogError(SDL_LOG_CATEGORY_RENDER, "This might be a brief hiccup, but if performance is bad, this is probably why.");
+ SDL_LogError(SDL_LOG_CATEGORY_RENDER, "This error will not be logged again for this renderer.");
+ data->reportedVboProblem = SDL_TRUE;
}
- } else if (!data->reportedVboProblem) {
- SDL_LogError(SDL_LOG_CATEGORY_RENDER, "SDL failed to get a vertex buffer for this Direct3D 9 rendering batch!");
- SDL_LogError(SDL_LOG_CATEGORY_RENDER, "Dropping back to a slower method.");
- SDL_LogError(SDL_LOG_CATEGORY_RENDER, "This might be a brief hiccup, but if performance is bad, this is probably why.");
- SDL_LogError(SDL_LOG_CATEGORY_RENDER, "This error will not be logged again for this renderer.");
- data->reportedVboProblem = SDL_TRUE;
}
IDirect3DDevice9_SetStreamSource(data->device, 0, vbo, 0, sizeof (Vertex));