DrawEngineDX9: Rename lookup table, cleanup

This commit is contained in:
Henrik Rydgård 2020-01-26 15:28:54 +01:00
parent 7305ae51f2
commit e4f9f3b120

View file

@ -43,17 +43,16 @@
namespace DX9 {
const D3DPRIMITIVETYPE glprim[8] = {
static const D3DPRIMITIVETYPE d3d_prim[8] = {
D3DPT_POINTLIST,
D3DPT_LINELIST,
D3DPT_LINESTRIP,
D3DPT_TRIANGLELIST,
D3DPT_TRIANGLESTRIP,
D3DPT_TRIANGLEFAN,
D3DPT_TRIANGLELIST, // With OpenGL ES we have to expand sprites into triangles, tripling the data instead of doubling. sigh. OpenGL ES, Y U NO SUPPORT GL_QUADS?
D3DPT_TRIANGLELIST,
};
// hrydgard's quick guesses - TODO verify
static const int D3DPRIMITIVEVERTEXCOUNT[8][2] = {
{0, 0}, // invalid
{1, 0}, // 1 = D3DPT_POINTLIST,
@ -499,9 +498,9 @@ rotateVBO:
device_->SetVertexDeclaration(pHardwareVertexDecl);
if (vb_ == NULL) {
if (useElements) {
device_->DrawIndexedPrimitiveUP(glprim[prim], 0, maxIndex + 1, D3DPrimCount(glprim[prim], vertexCount), decIndex, D3DFMT_INDEX16, decoded, dec_->GetDecVtxFmt().stride);
device_->DrawIndexedPrimitiveUP(d3d_prim[prim], 0, maxIndex + 1, D3DPrimCount(d3d_prim[prim], vertexCount), decIndex, D3DFMT_INDEX16, decoded, dec_->GetDecVtxFmt().stride);
} else {
device_->DrawPrimitiveUP(glprim[prim], D3DPrimCount(glprim[prim], vertexCount), decoded, dec_->GetDecVtxFmt().stride);
device_->DrawPrimitiveUP(d3d_prim[prim], D3DPrimCount(d3d_prim[prim], vertexCount), decoded, dec_->GetDecVtxFmt().stride);
}
} else {
device_->SetStreamSource(0, vb_, 0, dec_->GetDecVtxFmt().stride);
@ -509,9 +508,9 @@ rotateVBO:
if (useElements) {
device_->SetIndices(ib_);
device_->DrawIndexedPrimitive(glprim[prim], 0, 0, maxIndex + 1, 0, D3DPrimCount(glprim[prim], vertexCount));
device_->DrawIndexedPrimitive(d3d_prim[prim], 0, 0, maxIndex + 1, 0, D3DPrimCount(d3d_prim[prim], vertexCount));
} else {
device_->DrawPrimitive(glprim[prim], 0, D3DPrimCount(glprim[prim], vertexCount));
device_->DrawPrimitive(d3d_prim[prim], 0, D3DPrimCount(d3d_prim[prim], vertexCount));
}
}
}
@ -568,9 +567,9 @@ rotateVBO:
device_->SetVertexDeclaration(transformedVertexDecl_);
if (drawIndexed) {
device_->DrawIndexedPrimitiveUP(glprim[prim], 0, maxIndex, D3DPrimCount(glprim[prim], numTrans), inds, D3DFMT_INDEX16, drawBuffer, sizeof(TransformedVertex));
device_->DrawIndexedPrimitiveUP(d3d_prim[prim], 0, maxIndex, D3DPrimCount(d3d_prim[prim], numTrans), inds, D3DFMT_INDEX16, drawBuffer, sizeof(TransformedVertex));
} else {
device_->DrawPrimitiveUP(glprim[prim], D3DPrimCount(glprim[prim], numTrans), drawBuffer, sizeof(TransformedVertex));
device_->DrawPrimitiveUP(d3d_prim[prim], D3DPrimCount(d3d_prim[prim], numTrans), drawBuffer, sizeof(TransformedVertex));
}
} else if (result.action == SW_CLEAR) {
u32 clearColor = result.color;