mirror of
https://github.com/Ryujinx/SDL.git
synced 2024-12-25 13:35:35 +00:00
Fixed crash if render target textures are used while the device is lost
This commit is contained in:
parent
ae05f178c2
commit
076a14b263
|
@ -1029,6 +1029,11 @@ D3D_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
|
|||
}
|
||||
#endif
|
||||
|
||||
if (!data) {
|
||||
SDL_SetError("Texture is not currently available");
|
||||
return -1;
|
||||
}
|
||||
|
||||
if (D3D_UpdateTextureInternal(data->texture, texture->format, full_texture, rect->x, rect->y, rect->w, rect->h, pixels, pitch) < 0) {
|
||||
return -1;
|
||||
}
|
||||
|
@ -1068,6 +1073,11 @@ D3D_UpdateTextureYUV(SDL_Renderer * renderer, SDL_Texture * texture,
|
|||
}
|
||||
#endif
|
||||
|
||||
if (!data) {
|
||||
SDL_SetError("Texture is not currently available");
|
||||
return -1;
|
||||
}
|
||||
|
||||
if (D3D_UpdateTextureInternal(data->texture, texture->format, full_texture, rect->x, rect->y, rect->w, rect->h, Yplane, Ypitch) < 0) {
|
||||
return -1;
|
||||
}
|
||||
|
@ -1089,6 +1099,11 @@ D3D_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
|
|||
D3DLOCKED_RECT locked;
|
||||
HRESULT result;
|
||||
|
||||
if (!data) {
|
||||
SDL_SetError("Texture is not currently available");
|
||||
return -1;
|
||||
}
|
||||
|
||||
if (data->yuv) {
|
||||
/* It's more efficient to upload directly... */
|
||||
if (!data->pixels) {
|
||||
|
@ -1124,6 +1139,10 @@ D3D_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
|
|||
{
|
||||
D3D_TextureData *data = (D3D_TextureData *) texture->driverdata;
|
||||
|
||||
if (!data) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (data->yuv) {
|
||||
const SDL_Rect *rect = &data->locked_rect;
|
||||
void *pixels =
|
||||
|
@ -1155,7 +1174,12 @@ D3D_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture)
|
|||
return 0;
|
||||
}
|
||||
|
||||
texturedata = (D3D_TextureData *) texture->driverdata;
|
||||
texturedata = (D3D_TextureData *)texture->driverdata;
|
||||
if (!texturedata) {
|
||||
SDL_SetError("Texture is not currently available");
|
||||
return -1;
|
||||
}
|
||||
|
||||
result = IDirect3DTexture9_GetSurfaceLevel(texturedata->texture, 0, &data->currentRenderTarget);
|
||||
if(FAILED(result)) {
|
||||
return D3D_SetError("GetSurfaceLevel()", result);
|
||||
|
@ -1531,7 +1555,7 @@ D3D_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
|
|||
const SDL_Rect * srcrect, const SDL_FRect * dstrect)
|
||||
{
|
||||
D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
|
||||
D3D_TextureData *texturedata = (D3D_TextureData *) texture->driverdata;
|
||||
D3D_TextureData *texturedata;
|
||||
LPDIRECT3DPIXELSHADER9 shader = NULL;
|
||||
float minx, miny, maxx, maxy;
|
||||
float minu, maxu, minv, maxv;
|
||||
|
@ -1543,6 +1567,12 @@ D3D_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
|
|||
return -1;
|
||||
}
|
||||
|
||||
texturedata = (D3D_TextureData *)texture->driverdata;
|
||||
if (!texturedata) {
|
||||
SDL_SetError("Texture is not currently available");
|
||||
return -1;
|
||||
}
|
||||
|
||||
minx = dstrect->x - 0.5f;
|
||||
miny = dstrect->y - 0.5f;
|
||||
maxx = dstrect->x + dstrect->w - 0.5f;
|
||||
|
@ -1643,7 +1673,7 @@ D3D_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture,
|
|||
const double angle, const SDL_FPoint * center, const SDL_RendererFlip flip)
|
||||
{
|
||||
D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
|
||||
D3D_TextureData *texturedata = (D3D_TextureData *) texture->driverdata;
|
||||
D3D_TextureData *texturedata;
|
||||
LPDIRECT3DPIXELSHADER9 shader = NULL;
|
||||
float minx, miny, maxx, maxy;
|
||||
float minu, maxu, minv, maxv;
|
||||
|
@ -1656,6 +1686,12 @@ D3D_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture,
|
|||
return -1;
|
||||
}
|
||||
|
||||
texturedata = (D3D_TextureData *)texture->driverdata;
|
||||
if (!texturedata) {
|
||||
SDL_SetError("Texture is not currently available");
|
||||
return -1;
|
||||
}
|
||||
|
||||
centerx = center->x;
|
||||
centery = center->y;
|
||||
|
||||
|
|
Loading…
Reference in a new issue