optional D3DCREATE_FPU_PRESERVE for dune2000 and other games that might need it
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3 changed files with 20 additions and 6 deletions
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@ -71,11 +71,11 @@ BOOL d3d9_create()
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g_d3d9.params.BackBufferCount = 1;
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DWORD behavior_flags[] = {
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D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE,
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D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE,
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D3DCREATE_HARDWARE_VERTEXPROCESSING,
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D3DCREATE_MIXED_VERTEXPROCESSING,
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D3DCREATE_SOFTWARE_VERTEXPROCESSING,
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D3DCREATE_MULTITHREADED | D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE,
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D3DCREATE_MULTITHREADED | D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE,
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D3DCREATE_MULTITHREADED | D3DCREATE_HARDWARE_VERTEXPROCESSING,
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D3DCREATE_MULTITHREADED | D3DCREATE_MIXED_VERTEXPROCESSING,
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D3DCREATE_MULTITHREADED | D3DCREATE_SOFTWARE_VERTEXPROCESSING,
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};
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for (int i = 0; i < sizeof(behavior_flags) / sizeof(behavior_flags[0]); i++)
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@ -86,7 +86,7 @@ BOOL d3d9_create()
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D3DADAPTER_DEFAULT,
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D3DDEVTYPE_HAL,
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g_ddraw->hwnd,
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D3DCREATE_MULTITHREADED | behavior_flags[i],
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behavior_flags[i] | (g_ddraw->fpupreserve ? D3DCREATE_FPU_PRESERVE : 0),
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&g_d3d9.params,
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&g_d3d9.device)))
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return g_d3d9.device && d3d9_create_resouces() && d3d9_set_states();
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