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
This commit is contained in:
Sam Lantinga 2009-06-16 14:34:15 +00:00
parent e2f3d399b5
commit dd86ee0d76

View file

@ -412,9 +412,16 @@ D3D_CreateRenderer(SDL_Window * window, Uint32 flags)
pparams.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
}
IDirect3D9_GetDeviceCaps(videodata->d3d, D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL, &caps);
result = IDirect3D9_CreateDevice(videodata->d3d, D3DADAPTER_DEFAULT, /* FIXME */
D3DDEVTYPE_HAL,
windowdata->hwnd,
(caps.
DevCaps &
D3DDEVCAPS_HWTRANSFORMANDLIGHT) ?
D3DCREATE_HARDWARE_VERTEXPROCESSING :
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&pparams, &data->device);
if (FAILED(result)) {