Alexei Tereschenko
Why not to use hardware vertex processing instead of software one if it is available in D3D render driver? With hardware processing testsprite2 runs three times faster on all videocards which I could test. --HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%403658
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@ -412,9 +412,16 @@ D3D_CreateRenderer(SDL_Window * window, Uint32 flags)
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pparams.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
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}
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IDirect3D9_GetDeviceCaps(videodata->d3d, D3DADAPTER_DEFAULT,
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D3DDEVTYPE_HAL, &caps);
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result = IDirect3D9_CreateDevice(videodata->d3d, D3DADAPTER_DEFAULT, /* FIXME */
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D3DDEVTYPE_HAL,
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windowdata->hwnd,
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(caps.
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DevCaps &
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D3DDEVCAPS_HWTRANSFORMANDLIGHT) ?
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D3DCREATE_HARDWARE_VERTEXPROCESSING :
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D3DCREATE_SOFTWARE_VERTEXPROCESSING,
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&pparams, &data->device);
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if (FAILED(result)) {
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