Don't try to create a vbo if we aren't using any vertices

This commit is contained in:
Sam Lantinga 2021-12-14 09:32:05 -08:00
parent b7885abc44
commit b08e57e926
1 changed files with 36 additions and 34 deletions

View File

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