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)