Fixed bug 2685 - SDL_RenderReadPixels() doesn't work with offscreen targets Andreas Falkenhahn SDL_RenderReadPixels() doesn't seem to work when trying to read pixels from a texture that has been created using SDL_TEXTUREACCESS_TARGET and has been selected as the render target using SDL_SetRenderTarget(). I am attaching a small program that demonstrates the issue. I get the following result here: READ PIXEL RETURN: 0 --- COLOR CHECK: ff000000 But it should be: READ PIXEL RETURN: 0 --- COLOR CHECK: ffff0000 Tested with SDL 2.0.3 on Windows 7.
diff --git a/src/render/direct3d/SDL_render_d3d.c b/src/render/direct3d/SDL_render_d3d.c
index be88da3..d96522e 100644
--- a/src/render/direct3d/SDL_render_d3d.c
+++ b/src/render/direct3d/SDL_render_d3d.c
@@ -1831,9 +1831,10 @@ D3D_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
D3DLOCKED_RECT locked;
HRESULT result;
- result = IDirect3DDevice9_GetBackBuffer(data->device, 0, 0, D3DBACKBUFFER_TYPE_MONO, &backBuffer);
- if (FAILED(result)) {
- return D3D_SetError("GetBackBuffer()", result);
+ if (data->currentRenderTarget) {
+ backBuffer = data->currentRenderTarget;
+ } else {
+ backBuffer = data->defaultRenderTarget;
}
result = IDirect3DSurface9_GetDesc(backBuffer, &desc);
@@ -1874,7 +1875,6 @@ D3D_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
IDirect3DSurface9_UnlockRect(surface);
IDirect3DSurface9_Release(surface);
- IDirect3DSurface9_Release(backBuffer);
return 0;
}