[d3d9] Handling more state-related setters/getters #5153
Merged
+94
−28
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
Apparently there are a few games (mostly d3d8) that use
Set/GetPaletteEntries
andSet/GetCurrentTexturePalette
, although, strangely, they do not employ any paletted textures whatsoever...SetNPatchMode
calls are also somewhat common, even though the games do not make use of n patches. It might be the games explicitly disabling it (probably in most cases with few calls), however there are some doing thousands/hundred of thousands of calls 🐸...GetGPUThreadPriority
has no known users, but I've returned 0 for good measure since we D3D_OK it, so it would expect something.Drafting until I do a bit more testing and investigate potential corner cases around palettes.