From 4ceb02434b3d7604e41c328619c0ae80e70db9a0 Mon Sep 17 00:00:00 2001 From: Sam Lantinga Date: Thu, 20 Mar 2025 20:07:33 -0700 Subject: [PATCH] We need to rebind D3D12 resources after updating them Fixes https://github.com/libsdl-org/SDL/issues/12544 --- src/render/direct3d12/SDL_render_d3d12.c | 13 ++++++++++++- 1 file changed, 12 insertions(+), 1 deletion(-) diff --git a/src/render/direct3d12/SDL_render_d3d12.c b/src/render/direct3d12/SDL_render_d3d12.c index 8b2886320a..c7ba5e9fb0 100644 --- a/src/render/direct3d12/SDL_render_d3d12.c +++ b/src/render/direct3d12/SDL_render_d3d12.c @@ -1996,6 +1996,10 @@ static bool D3D12_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture, } } #endif // SDL_HAVE_YUV + if (textureData->mainTextureResourceView.ptr == rendererData->currentShaderResource.ptr) { + // We'll need to rebind this resource after updating it + rendererData->currentShaderResource.ptr = 0; + } return true; } @@ -2022,6 +2026,10 @@ static bool D3D12_UpdateTextureYUV(SDL_Renderer *renderer, SDL_Texture *texture, if (!D3D12_UpdateTextureInternal(rendererData, textureData->mainTextureV, 0, rect->x / 2, rect->y / 2, rect->w / 2, rect->h / 2, Vplane, Vpitch, &textureData->mainResourceStateV)) { return false; } + if (textureData->mainTextureResourceView.ptr == rendererData->currentShaderResource.ptr) { + // We'll need to rebind this resource after updating it + rendererData->currentShaderResource.ptr = 0; + } return true; } @@ -2040,10 +2048,13 @@ static bool D3D12_UpdateTextureNV(SDL_Renderer *renderer, SDL_Texture *texture, if (!D3D12_UpdateTextureInternal(rendererData, textureData->mainTexture, 0, rect->x, rect->y, rect->w, rect->h, Yplane, Ypitch, &textureData->mainResourceState)) { return false; } - if (!D3D12_UpdateTextureInternal(rendererData, textureData->mainTexture, 1, rect->x, rect->y, rect->w, rect->h, UVplane, UVpitch, &textureData->mainResourceState)) { return false; } + if (textureData->mainTextureResourceView.ptr == rendererData->currentShaderResource.ptr) { + // We'll need to rebind this resource after updating it + rendererData->currentShaderResource.ptr = 0; + } return true; } #endif