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Home › Forum › Programming › C++/C Programming › [D3D]Best stride/numver/primcount logger

[D3D]Best stride/numver/primcount logger

Posts 1–3 of 3 · Page 1 of 1
Hell_Demon
Hell_Demon
[D3D]Best stride/numver/primcount logger
Please note that this is not my code, just wanted to share since some people still use the old&crappy method.

To demonstrate how fast this is:
For 0-10000 it takes 14 steps to get the correct number
For 0-20000 it takes 15 steps.
For 0-1000000 it takes 20 steps.
And you'll never skip a frame while logging =D
globals:
Code:
int iCurNum = 5000;
int iLastHigh = 10000;
int iLastLow = 0; 
bool LogEnabled=false;

IDirect3DTexture9 *pTexBlue;
IDirect3DTexture9 *pTexGreen;
IDirect3DTexture9 *pTexRed;
functions needed(answers why's question I think) :
Code:
int OMGZ(int X, int Y)
{
	return (X+Y)/2;
}

HRESULT GenerateTexture(IDirect3DDevice9 *pD3Ddev, IDirect3DTexture9 **ppD3Dtex, DWORD colour32)
{
	if( FAILED(pD3Ddev->CreateTexture(8, 8, 1, 0, D3DFMT_A4R4G4B4, D3DPOOL_MANAGED, ppD3Dtex, NULL)) )
		return E_FAIL;
	
	WORD colour16 =	((WORD)((colour32>>28)&0xF)<<12)
			|(WORD)(((colour32>>20)&0xF)<<8)
			|(WORD)(((colour32>>12)&0xF)<<4)
			|(WORD)(((colour32>>4)&0xF)<<0);

	D3DLOCKED_RECT d3dlr;    
	(*ppD3Dtex)->LockRect(0, &d3dlr, 0, 0);
	WORD *pDst16 = (WORD*)d3dlr.pBits;

	for(int xy=0; xy < 8*8; xy++)
		*pDst16++ = colour16;

	(*ppD3Dtex)->UnlockRect(0);

	return S_OK;
}
During initialization(CD3DManager::Initialize() in Azo's base)
Code:
	GenerateTexture(m_pD3Ddev, &pTexBlue, D3DCOLOR_ARGB(255,0,0,255));
	GenerateTexture(m_pD3Ddev, &pTexRed, D3DCOLOR_ARGB(255,255,0,0));
	GenerateTexture(m_pD3Ddev, &pTexGreen, D3DCOLOR_ARGB(255,0,255,0));
in DrawIndexedPrimitive(hkIDirect3DDevice9:rawIndexedPrimitive in azos base)
Code:
	if(LogEnabled==true)
	{
		if(NumVertices < (UINT)iCurNum&&NumVertices>=(UINT)iLastLow)
		{
		    m_pD3Ddev->SetTexture(0, pTexBlue);
		}
		else if(NumVertices > (UINT)iCurNum&&NumVertices<=(UINT)iLastHigh)
		{
			m_pD3Ddev->SetTexture(0, pTexRed);
		}
		else if(NumVertices == (UINT)iCurNum)
		{
			m_pD3Ddev->SetTexture(0, pTexGreen);  
		}
	}
in present(hkIDirect3DDevice9::Present in azos base)
Code:
	int iTemp = iCurNum;

	if(GetAsyncKeyState(VK_NUMPAD4)&1)
	{
		iCurNum = OMGZ(iCurNum, iLastHigh);
		iLastLow = iTemp;
	}
	else if(GetAsyncKeyState(VK_NUMPAD6)&1)
	{
	    iCurNum = OMGZ(iCurNum, iLastLow);
	    iLastHigh = iTemp;
	}
	if(GetAsyncKeyState(VK_NUMPAD0)&1)
	{
		add_log("/*========================");
		add_log("  Logged: %d", iCurNum);
		add_log("========================*/");
	}
	if(GetAsyncKeyState(VK_NUMPAD5)&1)
	{
		iCurNum = 5000;
		iLastHigh = 10000;
		iLastLow = 0; 
	}
	if(GetAsyncKeyState(VK_NUMPAD1)&1)
	{
		LogEnabled =! LogEnabled;
	}
Credits: Azorbix

Note that the code posted here is for NumVerts, if you want to do primcounts or strides you'll have to change DrawIndexedPrimitive
#1 · 16y ago
why06jz
why06jz
Yeh you answered my question and gave me about a million others....

I'm confused. But then again I do not know D3d. I'm not even able to say: "Oh that was well done." because I have no idea what strides are o-O ... but thanks for sharing HD.
#2 · 16y ago
LE
LegendaryAbbo
I know what it's doing and what it is finding and how strides and such work. But I do not know how to use the program. I gotta learn though I want to be able to make chams and such for games that I can't find the player strides for on google
#3 · 16y ago
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Tags for this Thread

#d3dbest#logger