change d3d renderer to use a less unstable method for updating textures. shouldnt really affect performance any. some gpu drivers dont support the trick that was being used.
This commit is contained in:
parent
ccf8018d67
commit
930f680fc6
|
@ -80,13 +80,13 @@ namespace BizHawk.MultiClient
|
|||
while (textureWidth < imageWidth) textureWidth <<= 1;
|
||||
while (textureHeight < imageHeight) textureHeight <<= 1;
|
||||
// Create a new texture instance.
|
||||
Texture = new Texture(GraphicsDevice, textureWidth, textureHeight, 1, Usage.Dynamic, Format.A8R8G8B8, Pool.Default);
|
||||
Texture = new Texture(GraphicsDevice, textureWidth, textureHeight, 1, Usage.None, Format.A8R8G8B8, Pool.Managed);
|
||||
}
|
||||
|
||||
surface.FromBitmap();
|
||||
|
||||
// Copy the image data to the texture.
|
||||
using (var Data = Texture.LockRectangle(0, LockFlags.Discard | LockFlags.NoDirtyUpdate).Data)
|
||||
using (var Data = Texture.LockRectangle(0, LockFlags.None).Data)
|
||||
{
|
||||
if (imageWidth == textureWidth)
|
||||
{
|
||||
|
|
Loading…
Reference in New Issue