From 109bb2f17e303a99969b3aa58f50934e7a728a55 Mon Sep 17 00:00:00 2001 From: Sam Lantinga <slouken@libsdl.org> Date: Fri, 19 Jan 2024 15:17:30 -0800 Subject: [PATCH] Make sure the render target isn't bound as a resource Fixes https://github.com/libsdl-org/SDL/issues/3380 (cherry picked from commit a73132177d3311e70196f8de4e8a2e3b0b70cbcf) --- src/render/direct3d11/SDL_render_d3d11.c | 18 +++++++++++++----- 1 file changed, 13 insertions(+), 5 deletions(-) diff --git a/src/render/direct3d11/SDL_render_d3d11.c b/src/render/direct3d11/SDL_render_d3d11.c index c3efec657..748a8c76a 100644 --- a/src/render/direct3d11/SDL_render_d3d11.c +++ b/src/render/direct3d11/SDL_render_d3d11.c @@ -1842,6 +1842,19 @@ static int D3D11_SetDrawState(SDL_Renderer *renderer, const SDL_RenderCommand *c ID3D11BlendState *blendState = NULL; SDL_bool updateSubresource = SDL_FALSE; + if (numShaderResources > 0) { + shaderResource = shaderResources[0]; + } else { + shaderResource = NULL; + } + + /* Make sure the render target isn't bound to a shader */ + if (shaderResource != rendererData->currentShaderResource) { + ID3D11ShaderResourceView *pNullResource = NULL; + ID3D11DeviceContext_PSSetShaderResources(rendererData->d3dContext, 0, 1, &pNullResource); + rendererData->currentShaderResource = NULL; + } + if (renderTargetView != rendererData->currentRenderTargetView) { ID3D11DeviceContext_OMSetRenderTargets(rendererData->d3dContext, 1, @@ -1905,11 +1918,6 @@ static int D3D11_SetDrawState(SDL_Renderer *renderer, const SDL_RenderCommand *c ID3D11DeviceContext_PSSetShader(rendererData->d3dContext, shader, NULL, 0); rendererData->currentShader = shader; } - if (numShaderResources > 0) { - shaderResource = shaderResources[0]; - } else { - shaderResource = NULL; - } if (shaderResource != rendererData->currentShaderResource) { ID3D11DeviceContext_PSSetShaderResources(rendererData->d3dContext, 0, numShaderResources, shaderResources); rendererData->currentShaderResource = shaderResource;