Fixed infinite recursion in D3D_Reset()
parent
ea71a5e074
commit
22e3217e59
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@ -217,6 +217,7 @@ static int D3D_UpdateTextureYUV(SDL_Renderer * renderer, SDL_Texture * texture,
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static int D3D_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
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const SDL_Rect * rect, void **pixels, int *pitch);
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static void D3D_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture);
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static int D3D_SetRenderTargetInternal(SDL_Renderer * renderer, SDL_Texture * texture);
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static int D3D_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture);
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static int D3D_UpdateViewport(SDL_Renderer * renderer);
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static int D3D_UpdateClipRect(SDL_Renderer * renderer);
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@ -512,7 +513,7 @@ D3D_Reset(SDL_Renderer * renderer)
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IDirect3DDevice9_GetRenderTarget(data->device, 0, &data->defaultRenderTarget);
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D3D_InitRenderState(data);
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D3D_SetRenderTarget(renderer, renderer->target);
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D3D_SetRenderTargetInternal(renderer, renderer->target);
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D3D_UpdateViewport(renderer);
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/* Let the application know that render targets were reset */
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@ -1160,14 +1161,12 @@ D3D_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
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}
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static int
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D3D_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture)
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D3D_SetRenderTargetInternal(SDL_Renderer * renderer, SDL_Texture * texture)
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{
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D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
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D3D_TextureData *texturedata;
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HRESULT result;
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D3D_ActivateRenderer(renderer);
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/* Release the previous render target if it wasn't the default one */
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if (data->currentRenderTarget != NULL) {
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IDirect3DSurface9_Release(data->currentRenderTarget);
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@ -1197,6 +1196,14 @@ D3D_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture)
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return 0;
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}
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static int
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D3D_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture)
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{
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D3D_ActivateRenderer(renderer);
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return D3D_SetRenderTargetInternal(renderer, texture);
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}
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static int
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D3D_UpdateViewport(SDL_Renderer * renderer)
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{
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