mirror of https://github.com/encounter/SDL.git
38549a7bba
Roberto I have debugged the code checking the function calls when Direct3D is the renderer, remember that with software and OpenGL renderers, this issue is not happening. - Create the texture: SDL_Texture *pTex = SDL_CreateTexture(pRenderer, iFormat, SDL_TEXTUREACCESS_TARGET, pSurf->w, pSurf->h); - Update the texture: SDL_UpdateTexture(pTex, NULL, pSurf->pixels, pSurf->pitch); SDL_render.c, SDL_UpdateTexture(): return renderer->UpdateTexture(renderer, texture, rect, pixels, pitch); SDL_render_d3d.c, D3D_UpdateTexture(): if (D3D_UpdateTextureRep(data->device, &texturedata->texture, texture->format, rect->x, rect->y, rect->w, rect->h, pixels, pitch) < 0) { SDL_render_d3d.c, D3D_UpdateTextureRep(): if (D3D_CreateStagingTexture(device, texture) < 0) { SDL_render_d3d.c, D3D_CreateStagingTexture(): result = IDirect3DDevice9_CreateTexture(..., D3DPOOL_SYSTEMMEM, ...) --> FAIL! with INVALIDCALL code After checking a bit the Microsoft documentation, I found this: D3DUSAGE_RENDERTARGET can only be used with D3DPOOL_DEFAULT. (https://msdn.microsoft.com/en-us/library/windows/desktop/bb172625%28v=vs.85%29.aspx) The call that fails, is using D3DUSAGE_RENDERTARGET with D3DPOOL_SYSTEMMEM which is unsupported, hence the INVALIDCALL return code. |
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VisualC | ||
VisualC-WinRT | ||
Xcode | ||
Xcode-iOS | ||
acinclude | ||
android-project | ||
build-scripts | ||
cmake | ||
debian | ||
docs | ||
include | ||
premake | ||
src | ||
test | ||
visualtest | ||
.hgignore | ||
Android.mk | ||
BUGS.txt | ||
CMakeLists.txt | ||
COPYING.txt | ||
CREDITS.txt | ||
INSTALL.txt | ||
Makefile.in | ||
Makefile.minimal | ||
Makefile.pandora | ||
Makefile.psp | ||
Makefile.wiz | ||
README-SDL.txt | ||
README.txt | ||
SDL2.spec.in | ||
TODO.txt | ||
VisualC.html | ||
WhatsNew.txt | ||
autogen.sh | ||
cmake_uninstall.cmake.in | ||
configure | ||
configure.in | ||
sdl2-config.in | ||
sdl2.m4 | ||
sdl2.pc.in |
README.txt
Simple DirectMedia Layer (SDL) Version 2.0 --- http://www.libsdl.org/ Simple DirectMedia Layer is a cross-platform development library designed to provide low level access to audio, keyboard, mouse, joystick, and graphics hardware via OpenGL and Direct3D. It is used by video playback software, emulators, and popular games including Valve's award winning catalog and many Humble Bundle games. More extensive documentation is available in the docs directory, starting with README.md Enjoy! Sam Lantinga (slouken@libsdl.org)