Updated Xbox D3D drawing via NV2A Kelvin (markdown)

PatrickvL 2021-07-12 17:21:30 +02:00
parent f9eddfc75f
commit e63eab7cfa
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Xbox D3D Drawing is performed via 4 Draw*Vertices* API's (and a few other cases, described below);
Xbox D3D Drawing is performed via 4 Draw\*Vertices\* API's (and a few other cases, described below);
All 4 Draw*Vertices* API's have the two arguments (D3DPRIMITIVETYPE PrimitiveType, UINT VertexCount). Additionally:
* One API has a StartVertex argument
@ -27,7 +27,7 @@ The order vertices are drawn in, is either:
(In the rest of this text, the "D3DDevice_" prefix is sometimes left out for terseness.)
Xbox also supports immediate drawing, using one D3DDevice_BeginPush call, a D3DDevice_SetVertexData* call per vertex and one D3DDevice_EndPush API call.
Xbox also supports immediate drawing, using one D3DDevice_BeginPush call, a D3DDevice_SetVertexData\* call per vertex and one D3DDevice_EndPush API call.
Similar to the other Xbox D3D API's, these API's "push" commands and data towards the Xbox GPU (called NV2A) to perform drawing.
( As an optimization, most of these "push buffer commands" generated by Xbox D3D API's can be recorded and replayed back to the NV2A.
@ -73,7 +73,7 @@ D3DDevice_DrawIndexedVerticesUP
Xbox also supports two derived Draw API's :
1. D3DDevice_DrawTriPatch
2. D3DDevice_DrawRectPatch
Which get converted into push buffer commands, comparable to the Draw*Vertices* API's.
Which get converted into push buffer commands, comparable to the Draw\*Vertices\* API's.
On Xbox, the D3DDevice_SetIndices API is also available, mostly as compatibility with Windows Direct3D 8;