From 4743f97c39f546a9685d916b4ebb621fcb7fcf86 Mon Sep 17 00:00:00 2001
From: Cameron Gutman <[EMAIL REDACTED]>
Date: Sat, 31 Jan 2026 18:17:21 -0600
Subject: [PATCH] Fix invalidation of bound textures/shaders across a renderer
flush on D3D9
---
src/render/direct3d/SDL_render_d3d.c | 15 ++++++++++-----
1 file changed, 10 insertions(+), 5 deletions(-)
diff --git a/src/render/direct3d/SDL_render_d3d.c b/src/render/direct3d/SDL_render_d3d.c
index d54348b8fb55c..ed17e6c8b1d3c 100644
--- a/src/render/direct3d/SDL_render_d3d.c
+++ b/src/render/direct3d/SDL_render_d3d.c
@@ -46,6 +46,7 @@ typedef struct
bool cliprect_dirty;
D3D9_Shader shader;
const float *shader_params;
+ bool texture_state_dirty;
} D3D_DrawStateCache;
typedef struct
@@ -826,6 +827,7 @@ static void D3D_UnlockTexture(SDL_Renderer *renderer, SDL_Texture *texture)
data->drawstate.texture = NULL;
data->drawstate.shader = SHADER_NONE;
data->drawstate.shader_params = NULL;
+ data->drawstate.texture_state_dirty = false;
IDirect3DDevice9_SetPixelShader(data->device, NULL);
IDirect3DDevice9_SetTexture(data->device, 0, NULL);
}
@@ -1104,7 +1106,7 @@ static bool SetDrawState(D3D_RenderData *data, const SDL_RenderCommand *cmd)
SDL_Texture *texture = cmd->data.draw.texture;
const SDL_BlendMode blend = cmd->data.draw.blend;
- if (texture != data->drawstate.texture) {
+ if (texture != data->drawstate.texture || data->drawstate.texture_state_dirty) {
D3D_TextureData *oldtexturedata = data->drawstate.texture ? (D3D_TextureData *)data->drawstate.texture->internal : NULL;
D3D_TextureData *newtexturedata = texture ? (D3D_TextureData *)texture->internal : NULL;
D3D9_Shader shader = SHADER_NONE;
@@ -1115,11 +1117,11 @@ static bool SetDrawState(D3D_RenderData *data, const SDL_RenderCommand *cmd)
IDirect3DDevice9_SetTexture(data->device, 0, NULL);
}
if ((!newtexturedata || !texture->palette) &&
- (oldtexturedata && (data->drawstate.texture->palette))) {
+ ((oldtexturedata && data->drawstate.texture->palette) || data->drawstate.texture_state_dirty)) {
IDirect3DDevice9_SetTexture(data->device, 1, NULL);
}
#ifdef SDL_HAVE_YUV
- if ((!newtexturedata || !newtexturedata->yuv) && (oldtexturedata && oldtexturedata->yuv)) {
+ if ((!newtexturedata || !newtexturedata->yuv) && ((oldtexturedata && oldtexturedata->yuv) || data->drawstate.texture_state_dirty)) {
IDirect3DDevice9_SetTexture(data->device, 1, NULL);
IDirect3DDevice9_SetTexture(data->device, 2, NULL);
}
@@ -1128,7 +1130,7 @@ static bool SetDrawState(D3D_RenderData *data, const SDL_RenderCommand *cmd)
return false;
}
- if (shader != data->drawstate.shader) {
+ if (shader != data->drawstate.shader || data->drawstate.texture_state_dirty) {
const HRESULT result = IDirect3DDevice9_SetPixelShader(data->device, data->shaders[shader]);
if (FAILED(result)) {
return D3D_SetError("IDirect3DDevice9_SetPixelShader()", result);
@@ -1136,7 +1138,7 @@ static bool SetDrawState(D3D_RenderData *data, const SDL_RenderCommand *cmd)
data->drawstate.shader = shader;
}
- if (shader_params != data->drawstate.shader_params) {
+ if (shader_params != data->drawstate.shader_params || data->drawstate.texture_state_dirty) {
if (shader_params) {
const UINT shader_params_length = 4; // The YUV shader takes 4 float4 parameters
const HRESULT result = IDirect3DDevice9_SetPixelShaderConstantF(data->device, 0, shader_params, shader_params_length);
@@ -1148,6 +1150,7 @@ static bool SetDrawState(D3D_RenderData *data, const SDL_RenderCommand *cmd)
}
data->drawstate.texture = texture;
+ data->drawstate.texture_state_dirty = false;
} else if (texture) {
D3D_TextureData *texturedata = (D3D_TextureData *)texture->internal;
if (texturedata) {
@@ -1261,6 +1264,7 @@ static void D3D_InvalidateCachedState(SDL_Renderer *renderer)
data->drawstate.texture = NULL;
data->drawstate.shader = SHADER_NONE;
data->drawstate.shader_params = NULL;
+ data->drawstate.texture_state_dirty = true;
}
static bool D3D_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, void *vertices, size_t vertsize)
@@ -1623,6 +1627,7 @@ static void D3D_DestroyTexture(SDL_Renderer *renderer, SDL_Texture *texture)
renderdata->drawstate.texture = NULL;
renderdata->drawstate.shader = SHADER_NONE;
renderdata->drawstate.shader_params = NULL;
+ renderdata->drawstate.texture_state_dirty = false;
IDirect3DDevice9_SetPixelShader(renderdata->device, NULL);
IDirect3DDevice9_SetTexture(renderdata->device, 0, NULL);
if (texture->palette) {