Fix for when clearing non 2D textures.

This commit is contained in:
aignacio_sf 2008-04-11 02:08:11 +00:00
parent 8b08531496
commit 75a7b1226a

View File

@ -98,6 +98,7 @@ create_texture(DXScreenData &scrn) {
DWORD target_bpp = get_bits_per_pixel(get_texture()->get_format(), &num_alpha_bits);
DWORD num_color_channels = get_texture()->get_num_components();
// printf ("format = %d \n", get_texture()->get_format());
// printf ("target_bpp %d, num_color_channels %d num_alpha_bits %d \n", target_bpp, num_color_channels, num_alpha_bits);
//PRINT_REFCNT(dxgsg9, scrn._d3d9);
@ -1427,33 +1428,35 @@ fill_d3d_texture_pixels(bool supports_automatic_mipmap_generation, IDirect3DDev
if (get_texture()->get_render_to_texture()) {
HRESULT result;
// clear render to texture
IDirect3DSurface9 *surface;
if (_d3d_2d_texture) {
// clear render to texture
IDirect3DSurface9 *surface;
result = _d3d_2d_texture -> GetSurfaceLevel (0, &surface);
if (result == D3D_OK) {
D3DSURFACE_DESC surface_description;
result = _d3d_2d_texture -> GetSurfaceLevel (0, &surface);
if (result == D3D_OK) {
D3DSURFACE_DESC surface_description;
if (surface -> GetDesc (&surface_description) == D3D_OK) {
IDirect3DSurface9 *current_render_target;
if (surface -> GetDesc (&surface_description) == D3D_OK) {
IDirect3DSurface9 *current_render_target;
if (device -> GetRenderTarget (0, &current_render_target) == D3D_OK) {
if (device -> SetRenderTarget (0, surface) == D3D_OK) {
DWORD flags;
D3DCOLOR color;
if (device -> GetRenderTarget (0, &current_render_target) == D3D_OK) {
if (device -> SetRenderTarget (0, surface) == D3D_OK) {
DWORD flags;
D3DCOLOR color;
color = 0xFF000000;
flags = D3DCLEAR_TARGET;
if (device -> Clear (NULL, NULL, flags, color, 0.0f, 0) == D3D_OK) {
color = 0xFF000000;
flags = D3DCLEAR_TARGET;
if (device -> Clear (NULL, NULL, flags, color, 0.0f, 0) == D3D_OK) {
}
}
device -> SetRenderTarget (0, current_render_target);
current_render_target -> Release();
}
device -> SetRenderTarget (0, current_render_target);
current_render_target -> Release();
}
}
surface -> Release();
surface -> Release();
}
}
return S_OK;