From e40f03b96a5ce2fe1b2e61a2dfcf91366eac8e41 Mon Sep 17 00:00:00 2001 From: WinterSnowfall Date: Fri, 10 Jan 2025 23:10:57 +0200 Subject: [PATCH] [d3d8] General TODO and comment cleanup --- src/d3d8/d3d8_device.cpp | 9 ++++----- src/d3d8/d3d8_device.h | 4 ---- 2 files changed, 4 insertions(+), 9 deletions(-) diff --git a/src/d3d8/d3d8_device.cpp b/src/d3d8/d3d8_device.cpp index 5ca6ab599..5298d96d0 100644 --- a/src/d3d8/d3d8_device.cpp +++ b/src/d3d8/d3d8_device.cpp @@ -131,6 +131,7 @@ namespace dxvk { // Immediately issue the query. D3D9 will begin it automatically before ending. pQuery->Issue(D3DISSUE_END); // TODO: Will immediately issuing the query actually yield meaingful results? + // // Only relevant once RESOURCEMANAGER or VERTEXSTATS are implemented by D9VK, // since VCACHE queries will immediately return data during this call. res = pQuery->GetData(pDevInfoStruct, DevInfoStructSize, D3DGETDATA_FLUSH); @@ -596,9 +597,8 @@ namespace dxvk { auto amplitude = cols * bpp; // Handle DXT compressed textures. - // TODO: Are rects always 4x4 aligned? if (compressed) { - // Assume that DXT blocks are 4x4 pixels. + // DXT blocks are always 4x4 pixels. constexpr UINT blockWidth = 4; constexpr UINT blockHeight = 4; @@ -786,9 +786,8 @@ namespace dxvk { // Dest: MANAGED case d3d9::D3DPOOL_MANAGED: switch (srcDesc.Pool) { + // TODO: Copy on GPU (handle MANAGED similarly to SYSTEMMEM for now) case d3d9::D3DPOOL_DEFAULT: { - // TODO: Copy on GPU (handle MANAGED similarly to SYSTEMMEM for now) - // Get temporary off-screen surface for stretching. Com pBlitImage = dst->GetBlitImage(); @@ -1598,7 +1597,7 @@ namespace dxvk { case D3DRS_ZVISIBLE: return D3D_OK; - // TODO: Not implemented by D9VK. Try anyway. + // TODO: Implement D3DRS_ANTIALIASEDLINEENABLE in D9VK. case D3DRS_EDGEANTIALIAS: State9 = d3d9::D3DRS_ANTIALIASEDLINEENABLE; break; diff --git a/src/d3d8/d3d8_device.h b/src/d3d8/d3d8_device.h index 2cba51b45..dc83a3eb7 100644 --- a/src/d3d8/d3d8_device.h +++ b/src/d3d8/d3d8_device.h @@ -383,8 +383,6 @@ namespace dxvk { m_presentParams.BackBufferCount = std::max(m_presentParams.BackBufferCount, 1u); // Purge cached objects - // TODO: Some functions may need to be called here (e.g. SetTexture, etc.) - // in case Reset can be recorded by state blocks and other things. m_textures.fill(nullptr); m_streams.fill(D3D8VBO()); m_indices = nullptr; @@ -442,14 +440,12 @@ namespace dxvk { UINT stride = 0; }; - // Remember to fill() these in the constructor! std::array, d8caps::MAX_TEXTURE_STAGES> m_textures; std::array m_streams; Com m_indices; UINT m_baseVertexIndex = 0; - // TODO: Which of these should be a private ref std::vector> m_backBuffers; Com m_autoDepthStencil;