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author | 2015-01-01 22:13:55 +0100 | |
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committer | 2015-01-01 22:13:55 +0100 | |
commit | fde220f4a7e955343c3b25a562d6884f94c63bdc (patch) | |
tree | 69804b13b9d4f08f3f5a798ab7363dc6e3546258 /src/osd/windows/d3dhlsl.c | |
parent | f0b06a5c8428513a3c763b8cbb0adcfcc27cab25 (diff) |
Palettes are now copied during get_primlist. This should fix
multithreading related palette issues. Along the way also
- added constructors to SDL osd structs
- changed related malloc to global_alloc
- added a copyfrom routine to dynamic_array
- minor code simplifications.
Diffstat (limited to 'src/osd/windows/d3dhlsl.c')
-rw-r--r-- | src/osd/windows/d3dhlsl.c | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/src/osd/windows/d3dhlsl.c b/src/osd/windows/d3dhlsl.c index 200f482b862..69f8b94dcd9 100644 --- a/src/osd/windows/d3dhlsl.c +++ b/src/osd/windows/d3dhlsl.c @@ -940,7 +940,7 @@ int shaders::create_resources(bool reset) texture.rowpixels = shadow_bitmap.rowpixels(); texture.width = shadow_bitmap.width(); texture.height = shadow_bitmap.height(); - texture.palette = NULL; + texture.set_palette(NULL); texture.seqid = 0; // now create it |