Fix invalidation of bound textures/shaders across a renderer flush on D3D9
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(cherry picked from commit 4743f97c39)
This commit is contained in:
Cameron Gutman
2026-01-31 18:17:21 -06:00
committed by Sam Lantinga
parent c3e92cf1c4
commit 6c38358984

View File

@@ -46,6 +46,7 @@ typedef struct
bool cliprect_dirty;
D3D9_Shader shader;
const float *shader_params;
bool texture_state_dirty;
} D3D_DrawStateCache;
typedef struct
@@ -815,6 +816,7 @@ static void D3D_UnlockTexture(SDL_Renderer *renderer, SDL_Texture *texture)
data->drawstate.texture = NULL;
data->drawstate.shader = SHADER_NONE;
data->drawstate.shader_params = NULL;
data->drawstate.texture_state_dirty = false;
IDirect3DDevice9_SetPixelShader(data->device, NULL);
IDirect3DDevice9_SetTexture(data->device, 0, NULL);
}
@@ -1093,7 +1095,7 @@ static bool SetDrawState(D3D_RenderData *data, const SDL_RenderCommand *cmd)
SDL_Texture *texture = cmd->data.draw.texture;
const SDL_BlendMode blend = cmd->data.draw.blend;
if (texture != data->drawstate.texture) {
if (texture != data->drawstate.texture || data->drawstate.texture_state_dirty) {
D3D_TextureData *oldtexturedata = data->drawstate.texture ? (D3D_TextureData *)data->drawstate.texture->internal : NULL;
D3D_TextureData *newtexturedata = texture ? (D3D_TextureData *)texture->internal : NULL;
D3D9_Shader shader = SHADER_NONE;
@@ -1104,11 +1106,11 @@ static bool SetDrawState(D3D_RenderData *data, const SDL_RenderCommand *cmd)
IDirect3DDevice9_SetTexture(data->device, 0, NULL);
}
if ((!newtexturedata || !texture->palette) &&
(oldtexturedata && (data->drawstate.texture->palette))) {
((oldtexturedata && data->drawstate.texture->palette) || data->drawstate.texture_state_dirty)) {
IDirect3DDevice9_SetTexture(data->device, 1, NULL);
}
#ifdef SDL_HAVE_YUV
if ((!newtexturedata || !newtexturedata->yuv) && (oldtexturedata && oldtexturedata->yuv)) {
if ((!newtexturedata || !newtexturedata->yuv) && ((oldtexturedata && oldtexturedata->yuv) || data->drawstate.texture_state_dirty)) {
IDirect3DDevice9_SetTexture(data->device, 1, NULL);
IDirect3DDevice9_SetTexture(data->device, 2, NULL);
}
@@ -1117,7 +1119,7 @@ static bool SetDrawState(D3D_RenderData *data, const SDL_RenderCommand *cmd)
return false;
}
if (shader != data->drawstate.shader) {
if (shader != data->drawstate.shader || data->drawstate.texture_state_dirty) {
const HRESULT result = IDirect3DDevice9_SetPixelShader(data->device, data->shaders[shader]);
if (FAILED(result)) {
return D3D_SetError("IDirect3DDevice9_SetPixelShader()", result);
@@ -1125,7 +1127,7 @@ static bool SetDrawState(D3D_RenderData *data, const SDL_RenderCommand *cmd)
data->drawstate.shader = shader;
}
if (shader_params != data->drawstate.shader_params) {
if (shader_params != data->drawstate.shader_params || data->drawstate.texture_state_dirty) {
if (shader_params) {
const UINT shader_params_length = 4; // The YUV shader takes 4 float4 parameters
const HRESULT result = IDirect3DDevice9_SetPixelShaderConstantF(data->device, 0, shader_params, shader_params_length);
@@ -1137,6 +1139,7 @@ static bool SetDrawState(D3D_RenderData *data, const SDL_RenderCommand *cmd)
}
data->drawstate.texture = texture;
data->drawstate.texture_state_dirty = false;
} else if (texture) {
D3D_TextureData *texturedata = (D3D_TextureData *)texture->internal;
if (texturedata) {
@@ -1250,6 +1253,7 @@ static void D3D_InvalidateCachedState(SDL_Renderer *renderer)
data->drawstate.texture = NULL;
data->drawstate.shader = SHADER_NONE;
data->drawstate.shader_params = NULL;
data->drawstate.texture_state_dirty = true;
}
static bool D3D_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, void *vertices, size_t vertsize)
@@ -1612,6 +1616,7 @@ static void D3D_DestroyTexture(SDL_Renderer *renderer, SDL_Texture *texture)
renderdata->drawstate.texture = NULL;
renderdata->drawstate.shader = SHADER_NONE;
renderdata->drawstate.shader_params = NULL;
renderdata->drawstate.texture_state_dirty = false;
IDirect3DDevice9_SetPixelShader(renderdata->device, NULL);
IDirect3DDevice9_SetTexture(renderdata->device, 0, NULL);
if (texture->palette) {