- Merged the separate line and quad vertex buffers in D3DFB back into a single
vertex buffer, made line batching automatic, and added an index buffer for use when batching quads. The index buffer actually offered more of a performance boost than simply batching the quads alone did. SVN r685 (trunk)
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8 changed files with 219 additions and 287 deletions
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@ -295,7 +295,7 @@ void D3DFB::WipeEndScreen()
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Begin2D(true);
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}
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EndQuadBatch(); // Make sure all quads have been drawn.
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EndBatch(); // Make sure all batched primitives have been drawn.
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// Don't do anything if there is no ending point.
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if (OldRenderTarget == NULL)
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@ -351,11 +351,7 @@ bool D3DFB::WipeDo(int ticks)
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D3DDevice->BeginScene();
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InScene = true;
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}
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if (OldRenderTarget != NULL)
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{
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OldRenderTarget->Release();
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OldRenderTarget = NULL;
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}
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SAFE_RELEASE( OldRenderTarget );
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if (TempRenderTexture != NULL && TempRenderTexture != FinalWipeScreen &&
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(Windowed && GammaFixerShader))
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{
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@ -394,11 +390,7 @@ void D3DFB::WipeCleanup()
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delete ScreenWipe;
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ScreenWipe = NULL;
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}
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if (InitialWipeScreen != NULL)
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{
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InitialWipeScreen->Release();
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InitialWipeScreen = NULL;
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}
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SAFE_RELEASE( InitialWipeScreen );
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if (FinalWipeScreen != NULL && FinalWipeScreen != TempRenderTexture)
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{
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FinalWipeScreen->Release();
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@ -601,11 +593,7 @@ D3DFB::Wiper_Burn::Wiper_Burn(D3DFB *fb)
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D3DFB::Wiper_Burn::~Wiper_Burn()
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{
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if (BurnTexture != NULL)
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{
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BurnTexture->Release();
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BurnTexture = NULL;
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}
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SAFE_RELEASE( BurnTexture );
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}
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//==========================================================================
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