start of intelligent renderer selection
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@@ -177,24 +177,6 @@ RageDisplay_D3D::RageDisplay_D3D( bool windowed, int width, int height, int bpp,
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{
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LOG->Trace( "RageDisplay_D3D::RageDisplay()" );
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if(!SDL_WasInit(SDL_INIT_VIDEO))
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SDL_InitSubSystem(SDL_INIT_VIDEO);
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/* By default, ignore all SDL events. We'll enable them as we need them.
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* We must not enable any events we don't actually want, since we won't
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* query for them and they'll fill up the event queue.
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*
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* This needs to be done after we initialize video, since it's really part
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* of the SDL video system--it'll be reinitialized on us if we do this first. */
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SDL_EventState(0xFF /*SDL_ALLEVENTS*/, SDL_IGNORE);
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SDL_EventState(SDL_VIDEORESIZE, SDL_ENABLE);
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g_Windowed = false;
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for( int i = 0; i < 256; ++i )
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g_PaletteIndex.push_back(i);
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typedef IDirect3D8 * (WINAPI * Direct3DCreate8_t) (UINT SDKVersion);
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Direct3DCreate8_t pDirect3DCreate8;
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#if defined(_XBOX)
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@@ -202,7 +184,7 @@ RageDisplay_D3D::RageDisplay_D3D( bool windowed, int width, int height, int bpp,
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#else
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g_D3D8_Module = LoadLibrary("D3D8.dll");
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if(!g_D3D8_Module)
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RageException::Throw("Couldn't load D3D8.");
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throw RageException_D3DNotInstalled();
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pDirect3DCreate8 = (Direct3DCreate8_t) GetProcAddress(g_D3D8_Module, "Direct3DCreate8");
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#endif
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@@ -210,12 +192,11 @@ RageDisplay_D3D::RageDisplay_D3D( bool windowed, int width, int height, int bpp,
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g_pd3d = pDirect3DCreate8( D3D_SDK_VERSION );
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if( FAILED( g_pd3d->GetDeviceCaps(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, &g_DeviceCaps) ) )
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throw RageException(
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"There was an error while initializing your video card.\n\n"
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"Your system is reporting that Direct3D8 hardware acceleration\n"
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"is not available. In most cases, you can download an updated\n"
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"driver from your card's manufacturer."
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);
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{
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g_pd3d->Release();
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throw RageException_D3DNoAcceleration();
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}
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D3DADAPTER_IDENTIFIER8 identifier;
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g_pd3d->GetAdapterIdentifier( D3DADAPTER_DEFAULT, 0, &identifier );
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@@ -235,6 +216,28 @@ RageDisplay_D3D::RageDisplay_D3D( bool windowed, int width, int height, int bpp,
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if( SUCCEEDED( g_pd3d->EnumAdapterModes( D3DADAPTER_DEFAULT, u, &mode ) ) )
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LOG->Trace( " %ux%u %uHz, format %d", mode.Width, mode.Height, mode.RefreshRate, mode.Format );
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/* Up until now, all we've done is set up g_pd3d and do some queries. Now,
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* actually initialize the window. Do this after as many error conditions
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* as possible, because if we have to shut it down again we'll flash a window
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* briefly. */
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if(!SDL_WasInit(SDL_INIT_VIDEO))
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SDL_InitSubSystem(SDL_INIT_VIDEO);
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/* By default, ignore all SDL events. We'll enable them as we need them.
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* We must not enable any events we don't actually want, since we won't
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* query for them and they'll fill up the event queue.
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*
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* This needs to be done after we initialize video, since it's really part
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* of the SDL video system--it'll be reinitialized on us if we do this first. */
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SDL_EventState(0xFF /*SDL_ALLEVENTS*/, SDL_IGNORE);
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SDL_EventState(SDL_VIDEORESIZE, SDL_ENABLE);
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g_Windowed = false;
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g_PaletteIndex.clear();
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for( int i = 0; i < 256; ++i )
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g_PaletteIndex.push_back(i);
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// Save the original desktop format.
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g_pd3d->GetAdapterDisplayMode( D3DADAPTER_DEFAULT, &g_DesktopMode );
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