Mercurial > sdl-ios-xcode
diff src/video/win32/SDL_d3drender.c @ 3197:434ce3242e1c
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.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Tue, 16 Jun 2009 14:34:15 +0000 |
parents | 8cc00819c8d6 |
children | 7690aa2f5b74 |
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--- a/src/video/win32/SDL_d3drender.c Fri Jun 12 08:41:48 2009 +0000 +++ b/src/video/win32/SDL_d3drender.c Tue Jun 16 14:34:15 2009 +0000 @@ -412,9 +412,16 @@ 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)) {