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author Ryan Holtz <rholtz@batcountryentertainment.com>2011-08-28 09:10:53 +0000
committer Ryan Holtz <rholtz@batcountryentertainment.com>2011-08-28 09:10:53 +0000
commit4523bfa2d08b246da0fcbd4b4523aee7531b9170 (patch)
treef61ee8458b16ecb636bed88ceef5b53c8fca3fa3 /src/osd/windows/d3dhlsl.h
parent1bf5ecd874d9404faa7988eaa1dba3924912431e (diff)
HLSL "Hurricain't Keep A Good Dev Down" Bugfix Extravaganza: [Ryan Holtz, Bat
Country Entertainment] - Created two flags, -hlsl_ini_write and -hlsl_ini_read. The former enables custom HLSL INI writing explicitly, the other enables loading of the same. - Fixed disappearing aperture effect when using custom INI files. - Fixed diagonal seam on some games, for serious real this time - Fixed phosphor simulation, now works as expected
Diffstat (limited to 'src/osd/windows/d3dhlsl.h')
-rw-r--r--src/osd/windows/d3dhlsl.h5
1 files changed, 4 insertions, 1 deletions
diff --git a/src/osd/windows/d3dhlsl.h b/src/osd/windows/d3dhlsl.h
index 6d57f21984b..e604bb3e620 100644
--- a/src/osd/windows/d3dhlsl.h
+++ b/src/osd/windows/d3dhlsl.h
@@ -146,7 +146,8 @@ private:
win_window_info * window; // D3D window info
bool master_enable; // overall enable flag
- bool external_ini; // external ini flag
+ bool write_ini; // enable external ini saving
+ bool read_ini; // enable external ini loading
int prescale_force_x; // prescale force x
int prescale_force_y; // prescale force y
int prescale_size_x; // prescale size x
@@ -192,6 +193,8 @@ private:
// render targets
int target_use_count[9]; // Whether or not a target has been used yet
d3d_texture_info * target_in_use[9]; // Target texture that is currently in use
+ int target_width[9]; // Render target width
+ int target_height[9]; // Render target height
d3d_surface * last_target[9]; // Render target surface pointer for each screen's previous frame
d3d_texture * last_texture[9]; // Render target texture pointer for each screen's previous frame
d3d_surface * prescaletarget0[9]; // Render target surface pointer (prescale, if necessary)