# HG changeset patch # User Sam Lantinga # Date 1245162855 0 # Node ID 434ce3242e1c0ceb182bae000619f650f7c6d7a5 # Parent 413672b09bb379e3dbc873a15e48b3d427ccc545 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. diff -r 413672b09bb3 -r 434ce3242e1c src/video/win32/SDL_d3drender.c --- 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)) {