| Summary: | D3D11 renderer's rect/line/point drawing functions don't work | ||
|---|---|---|---|
| Product: | SDL | Reporter: | Bogomancer <bogomancer> |
| Component: | render | Assignee: | Ryan C. Gordon <icculus> |
| Status: | RESOLVED FIXED | QA Contact: | Sam Lantinga <slouken> |
| Severity: | normal | ||
| Priority: | P2 | CC: | icculus |
| Version: | HG 2.0 | ||
| Hardware: | x86_64 | ||
| OS: | Windows 10 | ||
| Attachments: | Program that demostrates the bug | ||
Just as a quick sanity check on your side, can you change this line...
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0);
SDL_RenderClear(renderer);
...to...
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
SDL_RenderClear(renderer);
...and see if it still fails?
Thanks,
--ryan.
Done, it still fails. And the other backends still handle it without problems. (In reply to Bogomancer from comment #2) > Done, it still fails. And the other backends still handle it without > problems. Checking. --ryan. Fixed in https://hg.libsdl.org/SDL/rev/112261d96866, thanks! --ryan. Sweet! Thanks, Ryan! |
Created attachment 3498 [details] Program that demostrates the bug When using the D3D11 renderer, the following functions don't appear to do anything at all: SDL_RenderFillRect() SDL_RenderDrawRect() SDL_RenderDrawPoint() SDL_RenderDrawLine() Texture drawing functions like SDL_RenderCopy() are unaffected. My guess is the problem was introduced when Ryan's batching code was merged; the D3D11 backend was fine before. I've attached an 80-line program that draws some shapes using the aforementioned functions. It works as expected with the 'direct3d' and 'opengl' drivers, but gives me a black window for 'direct3d11'. Let me know if you can't repro, or if any more details are needed.