diff --git a/src/render/direct3d11/SDL_render_d3d11.c b/src/render/direct3d11/SDL_render_d3d11.c index 007f833c36..068ba59edf 100644 --- a/src/render/direct3d11/SDL_render_d3d11.c +++ b/src/render/direct3d11/SDL_render_d3d11.c @@ -1952,6 +1952,19 @@ static int D3D11_SetDrawState(SDL_Renderer *renderer, const SDL_RenderCommand *c ID3D11BlendState *blendState = NULL; SDL_bool updateSubresource = SDL_FALSE; + if (numShaderResources > 0) { + shaderResource = shaderResources[0]; + } else { + shaderResource = NULL; + } + + /* Make sure the render target isn't bound to a shader */ + if (shaderResource != rendererData->currentShaderResource) { + ID3D11ShaderResourceView *pNullResource = NULL; + ID3D11DeviceContext_PSSetShaderResources(rendererData->d3dContext, 0, 1, &pNullResource); + rendererData->currentShaderResource = NULL; + } + if (renderTargetView != rendererData->currentRenderTargetView) { ID3D11DeviceContext_OMSetRenderTargets(rendererData->d3dContext, 1, @@ -2015,11 +2028,6 @@ static int D3D11_SetDrawState(SDL_Renderer *renderer, const SDL_RenderCommand *c ID3D11DeviceContext_PSSetShader(rendererData->d3dContext, shader, NULL, 0); rendererData->currentShader = shader; } - if (numShaderResources > 0) { - shaderResource = shaderResources[0]; - } else { - shaderResource = NULL; - } if (shaderResource != rendererData->currentShaderResource) { ID3D11DeviceContext_PSSetShaderResources(rendererData->d3dContext, 0, numShaderResources, shaderResources); rendererData->currentShaderResource = shaderResource;