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.
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@ -80,13 +80,13 @@ namespace BizHawk.MultiClient
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while (textureWidth < imageWidth) textureWidth <<= 1;
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while (textureWidth < imageWidth) textureWidth <<= 1;
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while (textureHeight < imageHeight) textureHeight <<= 1;
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while (textureHeight < imageHeight) textureHeight <<= 1;
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// Create a new texture instance.
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// Create a new texture instance.
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Texture = new Texture(GraphicsDevice, textureWidth, textureHeight, 1, Usage.Dynamic, Format.A8R8G8B8, Pool.Default);
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Texture = new Texture(GraphicsDevice, textureWidth, textureHeight, 1, Usage.None, Format.A8R8G8B8, Pool.Managed);
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}
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}
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surface.FromBitmap();
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surface.FromBitmap();
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// Copy the image data to the texture.
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// Copy the image data to the texture.
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using (var Data = Texture.LockRectangle(0, LockFlags.Discard | LockFlags.NoDirtyUpdate).Data)
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using (var Data = Texture.LockRectangle(0, LockFlags.None).Data)
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{
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{
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if (imageWidth == textureWidth)
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if (imageWidth == textureWidth)
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{
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{
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