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Bug 3242

Summary: Intel HD Graphics: SDL_Textures with SDL_TEXTUREACCESS_TARGET "mixing up" with other SDL_Textures on creation
Product: SDL Reporter: Tarc <devtarc>
Component: renderAssignee: Sam Lantinga <slouken>
Status: RESOLVED WONTFIX QA Contact: Sam Lantinga <slouken>
Severity: normal    
Priority: P2 Keywords: target-2.0.4
Version: 2.0.4   
Hardware: x86_64   
OS: Windows 8   
Attachments: Example of the bug.

Description Tarc 2016-01-17 20:17:45 UTC
Created attachment 2366 [details]
Example of the bug.

Overview: after some creation and destruction of SDL_Textures, creating texture through SDL_CreateTexture() makes it be created with parts of other textures which are still in use, instead of being created blank. Editing these new textures does not affect the other ones. It seems to happen only among textures made with SDL_TEXTUREACCESS_TARGET.

Workaround: filling the texture with blank pixels (0x0) upon creation.

Steps to Reproduce: 
 1) Create and mess with a good amount of SDL_Textures with TARGET access.
 2) Create some blank textures with SDL_CreateTexture() with TARGET access.

Actual Results: Textures have parts of other textures.

Expected Results: Textures should be completely blank.

Hardware: 
Windows 8.1 Single Language (with latest Windows updates).
Intel Core i5-5200U
Intel HD Graphics 5500
Using LibSDL.org's development binaries.

Additional Builds and Platforms:
Seems to happen with Intel HD Graphics. Tested on an ATI Radeon HD 4350 and it works as expected.
Comment 1 Sam Lantinga 2017-08-12 20:06:29 UTC
The contents of the texture are not defined at creation. Different drivers will do different things. For performance reasons initializing the texture contents is left up to the application.