direct3d: Use D3DPOOL_DEFAULT for vertex buffers after all, release correctly.

Fixes Bugzilla #4679.
Fixes Bugzilla #4537.
Ryan C. Gordon 2019-06-21 15:07:39 -04:00
parent 51555a85cc
commit 31bb95f11f
1 changed files with 9 additions and 2 deletions

View File

@ -1223,7 +1223,7 @@ D3D_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *verti
IDirect3DVertexBuffer9_Release(vbo);
}
if (FAILED(IDirect3DDevice9_CreateVertexBuffer(data->device, (UINT) vertsize, usage, fvf, D3DPOOL_MANAGED, &vbo, NULL))) {
if (FAILED(IDirect3DDevice9_CreateVertexBuffer(data->device, (UINT) vertsize, usage, fvf, D3DPOOL_DEFAULT, &vbo, NULL))) {
vbo = NULL;
}
data->vertexBuffers[vboidx] = vbo;
@ -1550,6 +1550,13 @@ D3D_DestroyRenderer(SDL_Renderer * renderer)
data->shaders[i] = NULL;
}
}
/* Release all vertex buffers */
for (i = 0; i < SDL_arraysize(data->vertexBuffers); ++i) {
if (data->vertexBuffers[i]) {
IDirect3DVertexBuffer9_Release(data->vertexBuffers[i]);
}
data->vertexBuffers[i] = NULL;
}
if (data->device) {
IDirect3DDevice9_Release(data->device);
data->device = NULL;