D3D11: Fix SDL_TEXTUREACCESS_TARGET not working if SDL_HAVE_YUV was 0
Added a couple of missing SDL_zeros in CreateTexturemain
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8303c5d0a3
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6f69bbc541
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@ -1177,6 +1177,7 @@ D3D11_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
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}
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}
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#endif /* SDL_HAVE_YUV */
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SDL_zero(resourceViewDesc);
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resourceViewDesc.Format = textureDesc.Format;
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resourceViewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
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resourceViewDesc.Texture2D.MostDetailedMip = 0;
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@ -1227,9 +1228,11 @@ D3D11_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
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return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateShaderResourceView"), result);
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}
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}
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#endif /* SDL_HAVE_YUV */
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if (texture->access & SDL_TEXTUREACCESS_TARGET) {
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D3D11_RENDER_TARGET_VIEW_DESC renderTargetViewDesc;
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SDL_zero(renderTargetViewDesc);
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renderTargetViewDesc.Format = textureDesc.Format;
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renderTargetViewDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
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renderTargetViewDesc.Texture2D.MipSlice = 0;
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@ -1243,7 +1246,7 @@ D3D11_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
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return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateRenderTargetView"), result);
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}
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}
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#endif /* SDL_HAVE_YUV */
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return 0;
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}
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