diff --git a/src/render/direct3d/SDL_render_d3d.c b/src/render/direct3d/SDL_render_d3d.c index fb5fc6289..3a876e1b8 100644 --- a/src/render/direct3d/SDL_render_d3d.c +++ b/src/render/direct3d/SDL_render_d3d.c @@ -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));