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.
This commit is contained in:
rodolfoosvaldobogado 2012-11-12 19:37:08 -03:00
parent 3936c06ee8
commit 0809ba79ae
2 changed files with 25 additions and 14 deletions

View File

@ -64,6 +64,7 @@ static int s_fps = 0;
static u32 s_blendMode;
static u32 s_LastAA;
static bool IS_AMD;
static float m_fMaxPointSize;
static char *st;
@ -329,6 +330,9 @@ Renderer::Renderer()
D3D::BeginFrame();
D3D::SetRenderState(D3DRS_SCISSORTESTENABLE, true);
D3D::dev->CreateOffscreenPlainSurface(s_backbuffer_width,s_backbuffer_height, D3DFMT_X8R8G8B8, D3DPOOL_SYSTEMMEM, &ScreenShootMEMSurface, NULL );
D3D::SetRenderState(D3DRS_POINTSCALEENABLE,false);
m_fMaxPointSize = D3D::GetCaps().MaxPointSize;
}
Renderer::~Renderer()
@ -1301,7 +1305,15 @@ void Renderer::SetLineWidth()
// We can't change line width in D3D unless we use ID3DXLine
float fratio = xfregs.viewport.wd != 0 ? Renderer::EFBToScaledXf(1.f) : 1.0f;
float psize = bpmem.lineptwidth.linesize * fratio / 6.0f;
//little hack to compensate scalling problems in dx9 must be taken out when scalling is fixed.
psize *= 2.0f;
if (psize > m_fMaxPointSize)
{
psize = m_fMaxPointSize;
}
D3D::SetRenderState(D3DRS_POINTSIZE, *((DWORD*)&psize));
D3D::SetRenderState(D3DRS_POINTSIZE_MIN, *((DWORD*)&psize));
D3D::SetRenderState(D3DRS_POINTSIZE_MAX, *((DWORD*)&psize));
}
void Renderer::SetSamplerState(int stage, int texindex)

View File

@ -158,7 +158,7 @@ void VertexManager::PrepareDrawBuffers(u32 stride)
int TdataSize = IndexGenerator::GetTriangleindexLen();
int LDataSize = IndexGenerator::GetLineindexLen();
int PDataSize = IndexGenerator::GetPointindexLen();
int IndexDataSize = TdataSize + LDataSize + PDataSize;
int IndexDataSize = TdataSize + LDataSize;
DWORD LockMode = D3DLOCK_NOOVERWRITE;
m_vertex_buffer_cursor--;
m_vertex_buffer_cursor = m_vertex_buffer_cursor - (m_vertex_buffer_cursor % stride) + stride;
@ -199,10 +199,6 @@ void VertexManager::PrepareDrawBuffers(u32 stride)
memcpy(pIndices, LIBuffer, LDataSize * sizeof(u16));
pIndices += LDataSize;
}
if(PDataSize)
{
memcpy(pIndices, PIBuffer, PDataSize * sizeof(u16));
}
m_index_buffers[m_current_index_buffer]->Unlock();
if(m_current_stride != stride || m_vertex_buffer_cursor == 0)
{
@ -256,17 +252,20 @@ void VertexManager::DrawVertexBuffer(int stride)
}
if (points > 0)
{
if (FAILED(D3D::dev->DrawIndexedPrimitive(
D3DPT_POINTLIST,
basevertex,
0,
numverts,
StartIndex,
points)))
//DrawIndexedPrimitive does not support point list so we have to draw the points one by one
for (int i = 0; i < points; i++)
{
DumpBadShaders();
if (FAILED(D3D::dev->DrawPrimitive(
D3DPT_POINTLIST,
basevertex + PIBuffer[i],
1)))
{
DumpBadShaders();
}
INCSTAT(stats.thisFrame.numDrawCalls);
}
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
}
}