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:
zeromus 2012-10-20 19:57:49 +00:00
parent ccf8018d67
commit 930f680fc6
1 changed files with 2 additions and 2 deletions

View File

@ -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)
{