diff options
author | 2014-01-24 00:30:29 +0000 | |
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committer | 2014-01-24 00:30:29 +0000 | |
commit | aa896515a041551e9025db1f8d71183d81a5de94 (patch) | |
tree | 7fb78379f0dd38aa4f26f44be53b9147aa6e4022 /src/osd/windows/drawd3d.c | |
parent | 738e0aeedda637080678510ca262bed2dbae2b41 (diff) |
This revert (r26927), as requested by author, fixes the regression of missing graphics for vector games using HLSL. Also reverted patch in code (r27063) to deal with "roundf" for pre-vs2013 compilers - which is no longer needed. (nw)
Diffstat (limited to 'src/osd/windows/drawd3d.c')
-rw-r--r-- | src/osd/windows/drawd3d.c | 28 |
1 files changed, 8 insertions, 20 deletions
diff --git a/src/osd/windows/drawd3d.c b/src/osd/windows/drawd3d.c index f260b3f0758..4d40c31f587 100644 --- a/src/osd/windows/drawd3d.c +++ b/src/osd/windows/drawd3d.c @@ -44,18 +44,6 @@ #include "drawd3d.h" -// Visual Studio 2013 is the first version that supports roundf -#if defined(_MSC_VER) && (_MSC_VER < 1800) - -float roundf(float f) -{ - if (f < 0) - return ceil(f - 0.5); - - return floor(f + 0.5); -} - -#endif //============================================================ // DEBUGGING @@ -1702,14 +1690,14 @@ void renderer::draw_quad(const render_primitive *prim) return; // fill in the vertexes clockwise - vertex[0].x = roundf(prim->bounds.x0) - 0.5f; - vertex[0].y = roundf(prim->bounds.y0) - 0.5f; - vertex[1].x = roundf(prim->bounds.x1) - 0.5f; - vertex[1].y = roundf(prim->bounds.y0) - 0.5f; - vertex[2].x = roundf(prim->bounds.x0) - 0.5f; - vertex[2].y = roundf(prim->bounds.y1) - 0.5f; - vertex[3].x = roundf(prim->bounds.x1) - 0.5f; - vertex[3].y = roundf(prim->bounds.y1) - 0.5f; + vertex[0].x = prim->bounds.x0 - 0.5f; + vertex[0].y = prim->bounds.y0 - 0.5f; + vertex[1].x = prim->bounds.x1 - 0.5f; + vertex[1].y = prim->bounds.y0 - 0.5f; + vertex[2].x = prim->bounds.x0 - 0.5f; + vertex[2].y = prim->bounds.y1 - 0.5f; + vertex[3].x = prim->bounds.x1 - 0.5f; + vertex[3].y = prim->bounds.y1 - 0.5f; float width = prim->bounds.x1 - prim->bounds.x0; float height = prim->bounds.y1 - prim->bounds.y0; |