From d62da4b11737d39f39df0afcf43888e31f186c36 Mon Sep 17 00:00:00 2001 From: Sam Lantinga Date: Tue, 16 Jun 2009 14:34:15 +0000 Subject: [PATCH] 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. --- src/video/win32/SDL_d3drender.c | 7 +++++++ 1 file changed, 7 insertions(+) diff --git a/src/video/win32/SDL_d3drender.c b/src/video/win32/SDL_d3drender.c index c74cd5357..65f9843be 100644 --- a/src/video/win32/SDL_d3drender.c +++ b/src/video/win32/SDL_d3drender.c @@ -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)) {