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author ImJezze <jezze@gmx.net>2016-05-05 20:58:42 +0200
committer ImJezze <jezze@gmx.net>2016-05-05 20:59:33 +0200
commitb4b65439293f160f195e8fec9124e6a1bc43881b (patch)
treee504738bb6632a15b5cbe93eea97d35896b4bd2d /src/osd/modules/render/drawd3d.cpp
parentb27adb7b7ccf06e2061eb8e6d30de346b6ab74cf (diff)
Equalized options of HLSL and BGFX HLSL chain
- removed POT texture size from shadow mask in HLSL, U/V size is now simply the percentage of the actual texture size - adjusted display names of options
Diffstat (limited to 'src/osd/modules/render/drawd3d.cpp')
-rw-r--r--src/osd/modules/render/drawd3d.cpp14
1 files changed, 5 insertions, 9 deletions
diff --git a/src/osd/modules/render/drawd3d.cpp b/src/osd/modules/render/drawd3d.cpp
index 6c682a80409..9d41a91ec02 100644
--- a/src/osd/modules/render/drawd3d.cpp
+++ b/src/osd/modules/render/drawd3d.cpp
@@ -40,8 +40,6 @@ extern void mtlog_add(const char *event);
// CONSTANTS
//============================================================
-#define ENABLE_BORDER_PIX (1)
-
enum
{
TEXTURE_TYPE_PLAIN,
@@ -2265,14 +2263,12 @@ void texture_info::compute_size(int texwidth, int texheight)
bool shaders_enabled = m_renderer->get_shaders()->enabled();
bool wrap_texture = (m_flags & PRIMFLAG_TEXWRAP_MASK) == PRIMFLAG_TEXWRAP_MASK;
- bool border_texture = ENABLE_BORDER_PIX && !wrap_texture;
- bool surface_texture = m_type == TEXTURE_TYPE_SURFACE;
- // skip border when shaders are enabled and we're not creating a surface (UI) texture
- if (!shaders_enabled || surface_texture)
+ // skip border when shaders are enabled
+ if (!shaders_enabled)
{
// if we're not wrapping, add a 1-2 pixel border on all sides
- if (border_texture)
+ if (!wrap_texture)
{
// note we need 2 pixels in X for YUY textures
m_xborderpix = (PRIMFLAG_GET_TEXFORMAT(m_flags) == TEXFORMAT_YUY16) ? 2 : 1;
@@ -2283,8 +2279,8 @@ void texture_info::compute_size(int texwidth, int texheight)
finalwidth += 2 * m_xborderpix;
finalheight += 2 * m_yborderpix;
- // take texture size as given when shaders are enabled and we're not creating a surface (UI) texture, still update wrapped textures
- if (!shaders_enabled || surface_texture || wrap_texture)
+ // take texture size as given when shaders are enabled
+ if (!shaders_enabled)
{
compute_size_subroutine(finalwidth, finalheight, &finalwidth, &finalheight);