diff options
Diffstat (limited to 'src/osd/modules/render/d3d/d3dhlsl.c')
| -rw-r--r-- | src/osd/modules/render/d3d/d3dhlsl.c | 34 |
1 files changed, 17 insertions, 17 deletions
diff --git a/src/osd/modules/render/d3d/d3dhlsl.c b/src/osd/modules/render/d3d/d3dhlsl.c index f2f4c701a5d..f6468144803 100644 --- a/src/osd/modules/render/d3d/d3dhlsl.c +++ b/src/osd/modules/render/d3d/d3dhlsl.c @@ -1022,12 +1022,12 @@ int shaders::create_resources(bool reset) phosphor_effect->add_uniform("ScreenDims", uniform::UT_VEC2, uniform::CU_SCREEN_DIMS); phosphor_effect->add_uniform("Phosphor", uniform::UT_VEC3, uniform::CU_PHOSPHOR_LIFE); - phosphor_effect->add_uniform("Passthrough", uniform::UT_FLOAT, uniform::CU_PHOSPHOR_IGNORE); - + phosphor_effect->add_uniform("Passthrough", uniform::UT_FLOAT, uniform::CU_PHOSPHOR_IGNORE); + downsample_effect->add_uniform("ScreenDims", uniform::UT_VEC2, uniform::CU_SCREEN_DIMS); - + bloom_effect->add_uniform("ScreenDims", uniform::UT_VEC2, uniform::CU_SCREEN_DIMS); - + simple_effect->add_uniform("ScreenDims", uniform::UT_VEC2, uniform::CU_SCREEN_DIMS); post_effect->add_uniform("SourceDims", uniform::UT_VEC2, uniform::CU_SOURCE_DIMS); @@ -1052,9 +1052,9 @@ int shaders::create_resources(bool reset) post_effect->add_uniform("ScanlineBrightOffset", uniform::UT_FLOAT, uniform::CU_POST_SCANLINE_BRIGHT_OFFSET); post_effect->add_uniform("Power", uniform::UT_VEC3, uniform::CU_POST_POWER); post_effect->add_uniform("Floor", uniform::UT_VEC3, uniform::CU_POST_FLOOR); - + vector_effect->add_uniform("ScreenDims", uniform::UT_VEC2, uniform::CU_SCREEN_DIMS); - + default_effect->add_uniform("ScreenDims", uniform::UT_VEC2, uniform::CU_SCREEN_DIMS); initialized = true; @@ -1458,7 +1458,7 @@ void shaders::phosphor_pass(render_target *rt, cache_target *ct, vec2f &texsize, UINT num_passes = 0; phosphor_passthrough = false; - + curr_effect = phosphor_effect; curr_effect->update_uniforms(); @@ -1516,7 +1516,7 @@ void shaders::post_pass(render_target *rt, vec2f &texsize, vec2f &delta, vec2f & float prescale[2] = { (float)hlsl_prescale_x, (float)hlsl_prescale_y }; bool orientation_swap_xy = (d3d->window().machine().system().flags & ORIENTATION_SWAP_XY) == ORIENTATION_SWAP_XY; - bool rotation_swap_xy = + bool rotation_swap_xy = (d3d->window().target()->orientation() & ROT90) == ROT90 || (d3d->window().target()->orientation() & ROT270) == ROT270; @@ -1525,8 +1525,8 @@ void shaders::post_pass(render_target *rt, vec2f &texsize, vec2f &delta, vec2f & curr_effect->set_texture("ShadowTexture", shadow_texture == NULL ? NULL : shadow_texture->get_finaltex()); curr_effect->set_texture("DiffuseTexture", rt->render_texture[0]); curr_effect->set_vector("Prescale", 2, prescale); - curr_effect->set_bool("OrientationSwapXY", orientation_swap_xy); - curr_effect->set_bool("RotationSwapXY", rotation_swap_xy); + curr_effect->set_bool("OrientationSwapXY", orientation_swap_xy); + curr_effect->set_bool("RotationSwapXY", rotation_swap_xy); curr_effect->set_bool("PrepareBloom", prepare_bloom); d3d->set_wrap(D3DTADDRESS_MIRROR); @@ -1655,8 +1655,8 @@ void shaders::bloom_pass(render_target *rt, vec2f &texsize, vec2f &delta, poly_i void shaders::screen_pass(render_target *rt, vec2f &texsize, vec2f &delta, poly_info *poly, int vertnum) { - UINT num_passes = 0; - + UINT num_passes = 0; + curr_effect = simple_effect; curr_effect->update_uniforms(); curr_effect->set_texture("DiffuseTexture", rt->render_texture[1]); @@ -1800,13 +1800,13 @@ void shaders::render_quad(poly_info *poly, int vertnum) } curr_effect->end(); - + result = (*d3dintf->device.set_render_target)(d3d->get_device(), 0, backbuffer); if (result != D3D_OK) osd_printf_verbose("Direct3D: Error %08X during device set_render_target call\n", (int)result); curr_effect = default_effect; curr_effect->update_uniforms(); - + curr_effect->set_float("FixedAlpha", 1.0f); } else if (PRIMFLAG_GET_VECTORBUF(poly->get_flags()) && vector_enable) @@ -1912,10 +1912,10 @@ void shaders::render_quad(poly_info *poly, int vertnum) /* Phosphor, todo: merge with phosphor_pass() */ phosphor_passthrough = false; - + curr_effect = phosphor_effect; curr_effect->update_uniforms(); - + float target_dims[2] = { d3d->get_width(), d3d->get_height() }; curr_effect->set_vector("TargetDims", 2, target_dims); curr_effect->set_texture("Diffuse", rt->render_texture[1]); @@ -1955,7 +1955,7 @@ void shaders::render_quad(poly_info *poly, int vertnum) { curr_effect = default_effect; curr_effect->update_uniforms(); - + curr_effect->set_float("PostPass", 0.0f); curr_effect->begin(&num_passes, 0); |
