mirror of https://github.com/encounter/SDL.git
render: D3D9 doesn't need to check for stream offset support anymore.
We don't use offsets at all now. Too slow.
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709f5ee417
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fcb4681336
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@ -70,7 +70,6 @@ typedef struct
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SDL_bool updateSize;
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SDL_bool beginScene;
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SDL_bool enableSeparateAlphaBlend;
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SDL_bool supportsStreamOffset;
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D3DTEXTUREFILTERTYPE scaleMode[8];
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IDirect3DSurface9 *defaultRenderTarget;
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IDirect3DSurface9 *currentRenderTarget;
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@ -1199,7 +1198,6 @@ D3D_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *verti
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}
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/* upload the new VBO data for this set of commands. */
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if (data->supportsStreamOffset) {
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vbo = data->vertexBuffers[vboidx];
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if (!vbo || (data->vertexBufferSize[vboidx] < vertsize)) {
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const DWORD usage = D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY;
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@ -1233,10 +1231,7 @@ D3D_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *verti
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if (data->currentVertexBuffer >= SDL_arraysize(data->vertexBuffers)) {
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data->currentVertexBuffer = 0;
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}
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}
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}
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if (!vbo && !data->reportedVboProblem) {
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} else if (!data->reportedVboProblem) {
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SDL_LogError(SDL_LOG_CATEGORY_RENDER, "SDL failed to get a vertex buffer for this Direct3D 9 rendering batch!");
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SDL_LogError(SDL_LOG_CATEGORY_RENDER, "Dropping back to a slower method.");
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SDL_LogError(SDL_LOG_CATEGORY_RENDER, "This might be a brief hiccup, but if performance is bad, this is probably why.");
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@ -1709,8 +1704,6 @@ D3D_CreateRenderer(SDL_Window * window, Uint32 flags)
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device_flags |= D3DCREATE_MULTITHREADED;
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}
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data->supportsStreamOffset = ((caps.DevCaps2 & D3DDEVCAPS2_STREAMOFFSET) == D3DDEVCAPS2_STREAMOFFSET);
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result = IDirect3D9_CreateDevice(data->d3d, data->adapter,
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D3DDEVTYPE_HAL,
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pparams.hDeviceWindow,
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