d3d: Use drawPixelsTex as a non-dynamic texture.

This commit is contained in:
Unknown W. Brackets 2014-09-01 08:20:27 -07:00
parent f2c50f5315
commit 07ccc37689

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@ -127,6 +127,7 @@ namespace DX9 {
// And an initial clear. We don't clear per frame as the games are supposed to handle that
// by themselves.
ClearBuffer();
// TODO: Check / use D3DCAPS2_DYNAMICTEXTURES?
pD3Ddevice->CreateTexture(512, 272, 1, 0, D3DFMT(D3DFMT_A8R8G8B8), D3DPOOL_MANAGED, &drawPixelsTex_, NULL);
useBufferedRendering_ = g_Config.iRenderingMode != FB_NON_BUFFERED_MODE;
}
@ -156,7 +157,7 @@ namespace DX9 {
u8 * convBuf = NULL;
D3DLOCKED_RECT rect;
drawPixelsTex_->LockRect(0, &rect, NULL, D3DLOCK_NOOVERWRITE);
drawPixelsTex_->LockRect(0, &rect, NULL, 0);
convBuf = (u8*)rect.pBits;