Fixed bug 2685 - SDL_RenderReadPixels() doesn't work with offscreen targets
Andreas Falkenhahn SDL_RenderReadPixels() doesn't seem to work when trying to read pixels from a texture that has been created using SDL_TEXTUREACCESS_TARGET and has been selected as the render target using SDL_SetRenderTarget(). I am attaching a small program that demonstrates the issue. I get the following result here: READ PIXEL RETURN: 0 --- COLOR CHECK: ff000000 But it should be: READ PIXEL RETURN: 0 --- COLOR CHECK: ffff0000 Tested with SDL 2.0.3 on Windows 7.main
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@ -1831,9 +1831,10 @@ D3D_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
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D3DLOCKED_RECT locked;
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D3DLOCKED_RECT locked;
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HRESULT result;
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HRESULT result;
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result = IDirect3DDevice9_GetBackBuffer(data->device, 0, 0, D3DBACKBUFFER_TYPE_MONO, &backBuffer);
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if (data->currentRenderTarget) {
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if (FAILED(result)) {
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backBuffer = data->currentRenderTarget;
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return D3D_SetError("GetBackBuffer()", result);
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} else {
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backBuffer = data->defaultRenderTarget;
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}
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}
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result = IDirect3DSurface9_GetDesc(backBuffer, &desc);
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result = IDirect3DSurface9_GetDesc(backBuffer, &desc);
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@ -1874,7 +1875,6 @@ D3D_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
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IDirect3DSurface9_UnlockRect(surface);
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IDirect3DSurface9_UnlockRect(surface);
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IDirect3DSurface9_Release(surface);
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IDirect3DSurface9_Release(surface);
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IDirect3DSurface9_Release(backBuffer);
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return 0;
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return 0;
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}
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}
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