diff --git a/src/render/direct3d/SDL_render_d3d.c b/src/render/direct3d/SDL_render_d3d.c index 695b51e0f..9d000ccdd 100644 --- a/src/render/direct3d/SDL_render_d3d.c +++ b/src/render/direct3d/SDL_render_d3d.c @@ -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,