Add CMAKE option and NVIDIA PerfHUD support

hg/feature/sse2
botanic 11 years ago
parent 7518c066b3
commit e728daa7cd

@ -236,6 +236,7 @@ MACRO(NL_SETUP_DEFAULT_OPTIONS)
OPTION(WITH_COVERAGE "With Code Coverage Support" OFF)
OPTION(WITH_PCH "With Precompiled Headers" ON )
OPTION(FINAL_VERSION "Build in Final Version mode" ON )
OPTION(WITH_PERFHUD "Build with NVIDIA PerfHUD support" OFF )
# Default to static building on Windows.
IF(WIN32)

@ -1464,6 +1464,24 @@ bool CDriverD3D::setDisplay(nlWindow wnd, const GfxMode& mode, bool show, bool r
return false;
}
#if WITH_PERFHUD
// Look for 'NVIDIA PerfHUD' adapter
// If it is present, override default settings
for (UINT gAdapter=0;gAdapter<_D3D->GetAdapterCount();gAdapter++)
{
D3DADAPTER_IDENTIFIER9 Identifier;
HRESULT Res;
Res = _D3D->GetAdapterIdentifier(gAdapter,0,&Identifier);
if (strstr(Identifier.Description,"PerfHUD") != 0)
{
nlinfo ("Setting up with PerfHUD");
adapter=gAdapter;
_Rasterizer=D3DDEVTYPE_REF;
break;
}
}
#endif WITH_PERFHUD
// Create the D3D device
HRESULT result = _D3D->CreateDevice (adapter, _Rasterizer, _HWnd, D3DCREATE_HARDWARE_VERTEXPROCESSING|D3DCREATE_PUREDEVICE, &parameters, &_DeviceInterface);
if (result != D3D_OK)
@ -1487,6 +1505,8 @@ bool CDriverD3D::setDisplay(nlWindow wnd, const GfxMode& mode, bool show, bool r
}
}
// _D3D->CreateDevice (adapter, _Rasterizer, _HWnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &parameters, &_DeviceInterface);
// Check some caps
@ -2635,13 +2655,15 @@ bool CDriverD3D::reset (const GfxMode& mode)
#ifndef NL_NO_ASM
CFpuRestorer fpuRestorer; // fpu control word is changed by "Reset"
#endif
HRESULT hr = _DeviceInterface->Reset (&parameters);
if (hr != D3D_OK)
{
nlwarning("CDriverD3D::reset: Reset on _DeviceInterface error 0x%x", hr);
// tmp
nlstopex(("CDriverD3D::reset: Reset on _DeviceInterface"));
return false;
if (_Rasterizer!=D3DDEVTYPE_REF) {
HRESULT hr = _DeviceInterface->Reset (&parameters);
if (hr != D3D_OK)
{
nlwarning("CDriverD3D::reset: Reset on _DeviceInterface error 0x%x", hr);
// tmp
nlstopex(("CDriverD3D::reset: Reset on _DeviceInterface"));
return false;
}
}
}

Loading…
Cancel
Save