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De-regressing HLSL performance on certain resolutions of game, nwn
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@ -1660,7 +1660,6 @@ int hlsl_info::register_prescaled_texture(d3d_texture_info *texture, int scwidth
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// Find the nearest prescale factor that is over our screen size
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// Find the nearest prescale factor that is over our screen size
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int hlsl_prescale = 1;
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int hlsl_prescale = 1;
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while(texture->rawwidth * hlsl_prescale < d3d->width) hlsl_prescale++;
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while(texture->rawwidth * hlsl_prescale < d3d->width) hlsl_prescale++;
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while(texture->rawheight * hlsl_prescale < d3d->height) hlsl_prescale++;
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prescale_size = hlsl_prescale;
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prescale_size = hlsl_prescale;
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HRESULT result = (*d3dintf->device.create_texture)(d3d->device, scwidth * hlsl_prescale, scheight * hlsl_prescale, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &texture0[idx]);
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HRESULT result = (*d3dintf->device.create_texture)(d3d->device, scwidth * hlsl_prescale, scheight * hlsl_prescale, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &texture0[idx]);
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@ -1728,7 +1727,6 @@ int hlsl_info::register_texture(d3d_texture_info *texture)
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// Find the nearest prescale factor that is over our screen size
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// Find the nearest prescale factor that is over our screen size
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int hlsl_prescale = 1;
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int hlsl_prescale = 1;
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while(texture->rawwidth * hlsl_prescale < d3d->width) hlsl_prescale++;
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while(texture->rawwidth * hlsl_prescale < d3d->width) hlsl_prescale++;
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while(texture->rawheight * hlsl_prescale < d3d->height) hlsl_prescale++;
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prescale_size = hlsl_prescale;
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prescale_size = hlsl_prescale;
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HRESULT result = (*d3dintf->device.create_texture)(d3d->device, texture->rawwidth * hlsl_prescale, texture->rawheight * hlsl_prescale, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &texture0[idx]);
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HRESULT result = (*d3dintf->device.create_texture)(d3d->device, texture->rawwidth * hlsl_prescale, texture->rawheight * hlsl_prescale, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &texture0[idx]);
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