render: D3D9 doesn't need to check for stream offset support anymore.

We don't use offsets at all now. Too slow.
This commit is contained in:
Ryan C. Gordon 2018-10-01 13:41:15 -04:00
parent 709f5ee417
commit fcb4681336
1 changed files with 27 additions and 34 deletions

View File

@ -70,7 +70,6 @@ typedef struct
SDL_bool updateSize;
SDL_bool beginScene;
SDL_bool enableSeparateAlphaBlend;
SDL_bool supportsStreamOffset;
D3DTEXTUREFILTERTYPE scaleMode[8];
IDirect3DSurface9 *defaultRenderTarget;
IDirect3DSurface9 *currentRenderTarget;
@ -1199,44 +1198,40 @@ D3D_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *verti
}
/* upload the new VBO data for this set of commands. */
if (data->supportsStreamOffset) {
vbo = data->vertexBuffers[vboidx];
if (!vbo || (data->vertexBufferSize[vboidx] < vertsize)) {
const DWORD usage = D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY;
const DWORD fvf = D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1;
if (vbo) {
IDirect3DVertexBuffer9_Release(vbo);
}
if (FAILED(IDirect3DDevice9_CreateVertexBuffer(data->device, vertsize, usage, fvf, D3DPOOL_DEFAULT, &vbo, NULL))) {
vbo = NULL;
}
data->vertexBuffers[vboidx] = vbo;
data->vertexBufferSize[vboidx] = vbo ? vertsize : 0;
vbo = data->vertexBuffers[vboidx];
if (!vbo || (data->vertexBufferSize[vboidx] < vertsize)) {
const DWORD usage = D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY;
const DWORD fvf = D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1;
if (vbo) {
IDirect3DVertexBuffer9_Release(vbo);
}
if (vbo) {
void *ptr;
if (FAILED(IDirect3DVertexBuffer9_Lock(vbo, 0, vertsize, &ptr, D3DLOCK_DISCARD))) {
if (FAILED(IDirect3DDevice9_CreateVertexBuffer(data->device, vertsize, usage, fvf, D3DPOOL_DEFAULT, &vbo, NULL))) {
vbo = NULL;
}
data->vertexBuffers[vboidx] = vbo;
data->vertexBufferSize[vboidx] = vbo ? vertsize : 0;
}
if (vbo) {
void *ptr;
if (FAILED(IDirect3DVertexBuffer9_Lock(vbo, 0, vertsize, &ptr, D3DLOCK_DISCARD))) {
vbo = NULL; /* oh well, we'll do immediate mode drawing. :( */
} else {
SDL_memcpy(ptr, vertices, vertsize);
if (FAILED(IDirect3DVertexBuffer9_Unlock(vbo))) {
vbo = NULL; /* oh well, we'll do immediate mode drawing. :( */
} else {
SDL_memcpy(ptr, vertices, vertsize);
if (FAILED(IDirect3DVertexBuffer9_Unlock(vbo))) {
vbo = NULL; /* oh well, we'll do immediate mode drawing. :( */
}
}
}
/* cycle through a few VBOs so D3D has some time with the data before we replace it. */
if (vbo) {
data->currentVertexBuffer++;
if (data->currentVertexBuffer >= SDL_arraysize(data->vertexBuffers)) {
data->currentVertexBuffer = 0;
}
}
}
if (!vbo && !data->reportedVboProblem) {
/* cycle through a few VBOs so D3D has some time with the data before we replace it. */
if (vbo) {
data->currentVertexBuffer++;
if (data->currentVertexBuffer >= SDL_arraysize(data->vertexBuffers)) {
data->currentVertexBuffer = 0;
}
} else if (!data->reportedVboProblem) {
SDL_LogError(SDL_LOG_CATEGORY_RENDER, "SDL failed to get a vertex buffer for this Direct3D 9 rendering batch!");
SDL_LogError(SDL_LOG_CATEGORY_RENDER, "Dropping back to a slower method.");
SDL_LogError(SDL_LOG_CATEGORY_RENDER, "This might be a brief hiccup, but if performance is bad, this is probably why.");
@ -1709,8 +1704,6 @@ D3D_CreateRenderer(SDL_Window * window, Uint32 flags)
device_flags |= D3DCREATE_MULTITHREADED;
}
data->supportsStreamOffset = ((caps.DevCaps2 & D3DDEVCAPS2_STREAMOFFSET) == D3DDEVCAPS2_STREAMOFFSET);
result = IDirect3D9_CreateDevice(data->d3d, data->adapter,
D3DDEVTYPE_HAL,
pparams.hDeviceWindow,