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mirror of https://github.com/doitsujin/dxvk.git synced 2025-03-14 04:29:15 +01:00

[d3d8] General TODO and comment cleanup

This commit is contained in:
WinterSnowfall 2025-01-10 23:10:57 +02:00 committed by Robin Kertels
parent 088915e24c
commit e40f03b96a
2 changed files with 4 additions and 9 deletions

View File

@ -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) {
case d3d9::D3DPOOL_DEFAULT: {
// TODO: Copy on GPU (handle MANAGED similarly to SYSTEMMEM for now)
case d3d9::D3DPOOL_DEFAULT: {
// Get temporary off-screen surface for stretching.
Com<d3d9::IDirect3DSurface9> 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;

View File

@ -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<Com<D3D8Texture2D, false>, d8caps::MAX_TEXTURE_STAGES> m_textures;
std::array<D3D8VBO, d8caps::MAX_STREAMS> m_streams;
Com<D3D8IndexBuffer, false> m_indices;
UINT m_baseVertexIndex = 0;
// TODO: Which of these should be a private ref
std::vector<Com<D3D8Surface, false>> m_backBuffers;
Com<D3D8Surface, false> m_autoDepthStencil;