| Summary: | Intel HD Graphics: SDL_Textures with SDL_TEXTUREACCESS_TARGET "mixing up" with other SDL_Textures on creation | ||
|---|---|---|---|
| Product: | SDL | Reporter: | Tarc <devtarc> |
| Component: | render | Assignee: | 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. | ||
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. |
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.