fix for point rendering in dx9 backend, that will teach me to read the full documentation. if someone founs a games that use points a lot i will try to implement a faster path for point rendering.
now the map in twin snakes is functional in all the backends.
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@ -64,6 +64,7 @@ static int s_fps = 0;
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static u32 s_blendMode;
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static u32 s_LastAA;
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static bool IS_AMD;
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static float m_fMaxPointSize;
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static char *st;
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@ -329,6 +330,9 @@ Renderer::Renderer()
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D3D::BeginFrame();
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D3D::SetRenderState(D3DRS_SCISSORTESTENABLE, true);
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D3D::dev->CreateOffscreenPlainSurface(s_backbuffer_width,s_backbuffer_height, D3DFMT_X8R8G8B8, D3DPOOL_SYSTEMMEM, &ScreenShootMEMSurface, NULL );
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D3D::SetRenderState(D3DRS_POINTSCALEENABLE,false);
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m_fMaxPointSize = D3D::GetCaps().MaxPointSize;
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}
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Renderer::~Renderer()
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@ -1301,7 +1305,15 @@ void Renderer::SetLineWidth()
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// We can't change line width in D3D unless we use ID3DXLine
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float fratio = xfregs.viewport.wd != 0 ? Renderer::EFBToScaledXf(1.f) : 1.0f;
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float psize = bpmem.lineptwidth.linesize * fratio / 6.0f;
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//little hack to compensate scalling problems in dx9 must be taken out when scalling is fixed.
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psize *= 2.0f;
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if (psize > m_fMaxPointSize)
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{
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psize = m_fMaxPointSize;
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}
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D3D::SetRenderState(D3DRS_POINTSIZE, *((DWORD*)&psize));
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D3D::SetRenderState(D3DRS_POINTSIZE_MIN, *((DWORD*)&psize));
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D3D::SetRenderState(D3DRS_POINTSIZE_MAX, *((DWORD*)&psize));
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}
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void Renderer::SetSamplerState(int stage, int texindex)
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@ -158,7 +158,7 @@ void VertexManager::PrepareDrawBuffers(u32 stride)
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int TdataSize = IndexGenerator::GetTriangleindexLen();
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int LDataSize = IndexGenerator::GetLineindexLen();
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int PDataSize = IndexGenerator::GetPointindexLen();
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int IndexDataSize = TdataSize + LDataSize + PDataSize;
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int IndexDataSize = TdataSize + LDataSize;
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DWORD LockMode = D3DLOCK_NOOVERWRITE;
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m_vertex_buffer_cursor--;
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m_vertex_buffer_cursor = m_vertex_buffer_cursor - (m_vertex_buffer_cursor % stride) + stride;
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@ -199,10 +199,6 @@ void VertexManager::PrepareDrawBuffers(u32 stride)
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memcpy(pIndices, LIBuffer, LDataSize * sizeof(u16));
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pIndices += LDataSize;
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}
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if(PDataSize)
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{
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memcpy(pIndices, PIBuffer, PDataSize * sizeof(u16));
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}
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m_index_buffers[m_current_index_buffer]->Unlock();
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if(m_current_stride != stride || m_vertex_buffer_cursor == 0)
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{
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@ -256,17 +252,20 @@ void VertexManager::DrawVertexBuffer(int stride)
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}
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if (points > 0)
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{
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if (FAILED(D3D::dev->DrawIndexedPrimitive(
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D3DPT_POINTLIST,
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basevertex,
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0,
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numverts,
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StartIndex,
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points)))
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//DrawIndexedPrimitive does not support point list so we have to draw the points one by one
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for (int i = 0; i < points; i++)
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{
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DumpBadShaders();
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if (FAILED(D3D::dev->DrawPrimitive(
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D3DPT_POINTLIST,
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basevertex + PIBuffer[i],
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1)))
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{
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DumpBadShaders();
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}
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INCSTAT(stats.thisFrame.numDrawCalls);
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}
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INCSTAT(stats.thisFrame.numIndexedDrawCalls);
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}
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}
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