mirror of https://github.com/encounter/SDL.git
Don't try to create a vbo if we aren't using any vertices
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b7885abc44
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b08e57e926
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@ -1090,46 +1090,48 @@ D3D_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *verti
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return -1;
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}
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/* upload the new VBO data for this set of commands. */
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vbo = data->vertexBuffers[vboidx];
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if (data->vertexBufferSize[vboidx] < vertsize) {
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const DWORD usage = D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY;
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const DWORD fvf = D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1;
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if (vertices) {
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/* upload the new VBO data for this set of commands. */
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vbo = data->vertexBuffers[vboidx];
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if (data->vertexBufferSize[vboidx] < vertsize) {
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const DWORD usage = D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY;
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const DWORD fvf = D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1;
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if (vbo) {
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IDirect3DVertexBuffer9_Release(vbo);
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}
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if (FAILED(IDirect3DDevice9_CreateVertexBuffer(data->device, (UINT) vertsize, usage, fvf, D3DPOOL_DEFAULT, &vbo, NULL))) {
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vbo = NULL;
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}
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data->vertexBuffers[vboidx] = vbo;
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data->vertexBufferSize[vboidx] = vbo ? vertsize : 0;
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}
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if (vbo) {
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IDirect3DVertexBuffer9_Release(vbo);
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}
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if (FAILED(IDirect3DDevice9_CreateVertexBuffer(data->device, (UINT) vertsize, usage, fvf, D3DPOOL_DEFAULT, &vbo, NULL))) {
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vbo = NULL;
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}
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data->vertexBuffers[vboidx] = vbo;
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data->vertexBufferSize[vboidx] = vbo ? vertsize : 0;
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}
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if (vbo) {
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void *ptr;
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if (FAILED(IDirect3DVertexBuffer9_Lock(vbo, 0, (UINT) vertsize, &ptr, D3DLOCK_DISCARD))) {
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vbo = NULL; /* oh well, we'll do immediate mode drawing. :( */
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} else {
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SDL_memcpy(ptr, vertices, vertsize);
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if (FAILED(IDirect3DVertexBuffer9_Unlock(vbo))) {
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void *ptr;
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if (FAILED(IDirect3DVertexBuffer9_Lock(vbo, 0, (UINT) vertsize, &ptr, D3DLOCK_DISCARD))) {
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vbo = NULL; /* oh well, we'll do immediate mode drawing. :( */
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} else {
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SDL_memcpy(ptr, vertices, vertsize);
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if (FAILED(IDirect3DVertexBuffer9_Unlock(vbo))) {
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vbo = NULL; /* oh well, we'll do immediate mode drawing. :( */
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}
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}
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}
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}
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/* cycle through a few VBOs so D3D has some time with the data before we replace it. */
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if (vbo) {
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data->currentVertexBuffer++;
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if (data->currentVertexBuffer >= SDL_arraysize(data->vertexBuffers)) {
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data->currentVertexBuffer = 0;
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/* cycle through a few VBOs so D3D has some time with the data before we replace it. */
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if (vbo) {
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data->currentVertexBuffer++;
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if (data->currentVertexBuffer >= SDL_arraysize(data->vertexBuffers)) {
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data->currentVertexBuffer = 0;
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}
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} else if (!data->reportedVboProblem) {
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SDL_LogError(SDL_LOG_CATEGORY_RENDER, "SDL failed to get a vertex buffer for this Direct3D 9 rendering batch!");
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SDL_LogError(SDL_LOG_CATEGORY_RENDER, "Dropping back to a slower method.");
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SDL_LogError(SDL_LOG_CATEGORY_RENDER, "This might be a brief hiccup, but if performance is bad, this is probably why.");
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SDL_LogError(SDL_LOG_CATEGORY_RENDER, "This error will not be logged again for this renderer.");
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data->reportedVboProblem = SDL_TRUE;
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}
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} else if (!data->reportedVboProblem) {
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SDL_LogError(SDL_LOG_CATEGORY_RENDER, "SDL failed to get a vertex buffer for this Direct3D 9 rendering batch!");
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SDL_LogError(SDL_LOG_CATEGORY_RENDER, "Dropping back to a slower method.");
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SDL_LogError(SDL_LOG_CATEGORY_RENDER, "This might be a brief hiccup, but if performance is bad, this is probably why.");
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SDL_LogError(SDL_LOG_CATEGORY_RENDER, "This error will not be logged again for this renderer.");
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data->reportedVboProblem = SDL_TRUE;
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}
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IDirect3DDevice9_SetStreamSource(data->device, 0, vbo, 0, sizeof (Vertex));
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