summaryrefslogtreecommitdiffstatshomepage
path: root/src/osd/modules/render/drawd3d.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'src/osd/modules/render/drawd3d.cpp')
-rw-r--r--src/osd/modules/render/drawd3d.cpp38
1 files changed, 19 insertions, 19 deletions
diff --git a/src/osd/modules/render/drawd3d.cpp b/src/osd/modules/render/drawd3d.cpp
index ee6eca3eec9..56c905636a4 100644
--- a/src/osd/modules/render/drawd3d.cpp
+++ b/src/osd/modules/render/drawd3d.cpp
@@ -489,9 +489,9 @@ texture_info *d3d_texture_manager::find_texinfo(const render_texinfo *texinfo, u
// find a match
for (auto it = m_texture_list.begin(); it != m_texture_list.end(); it++)
{
- uint32_t test_screen = (uint32_t)((*it)->get_texinfo().unique_id >> 57);
+ auto test_screen = (uint32_t)((*it)->get_texinfo().unique_id >> 57);
uint32_t test_page = (uint32_t)((*it)->get_texinfo().unique_id >> 56) & 1;
- uint32_t prim_screen = (uint32_t)(texinfo->unique_id >> 57);
+ auto prim_screen = (uint32_t)(texinfo->unique_id >> 57);
uint32_t prim_page = (uint32_t)(texinfo->unique_id >> 56) & 1;
if (test_screen != prim_screen || test_page != prim_page)
continue;
@@ -778,7 +778,7 @@ void renderer_d3d9::update_gamma_ramp()
if (win->fullscreen())
{
// only set the gamma if it's not 1.0
- windows_options &options = downcast<windows_options &>(win->machine().options());
+ auto &options = downcast<windows_options &>(win->machine().options());
float brightness = options.full_screen_brightness();
float contrast = options.full_screen_contrast();
float gamma = options.full_screen_gamma();
@@ -1484,8 +1484,8 @@ void renderer_d3d9::batch_vectors(int vector_count)
((rotation_0 || rotation_90) && orientation_swap_xy) ||
((rotation_180 || rotation_90) && !orientation_swap_xy);
- float screen_width = float(this->get_width());
- float screen_height = float(this->get_height());
+ auto screen_width = float(this->get_width());
+ auto screen_height = float(this->get_height());
float half_screen_width = screen_width * 0.5f;
float half_screen_height = screen_height * 0.5f;
float screen_swap_x_factor = 1.0f / screen_width * screen_height;
@@ -1614,10 +1614,10 @@ void renderer_d3d9::batch_vector(const render_primitive &prim)
}
// determine the color of the line
- int32_t r = (int32_t)(prim.color.r * 255.0f);
- int32_t g = (int32_t)(prim.color.g * 255.0f);
- int32_t b = (int32_t)(prim.color.b * 255.0f);
- int32_t a = (int32_t)(prim.color.a * 255.0f);
+ auto r = (int32_t)(prim.color.r * 255.0f);
+ auto g = (int32_t)(prim.color.g * 255.0f);
+ auto b = (int32_t)(prim.color.b * 255.0f);
+ auto a = (int32_t)(prim.color.a * 255.0f);
DWORD color = D3DCOLOR_ARGB(a, r, g, b);
// set the color, Z parameters to standard values
@@ -1684,10 +1684,10 @@ void renderer_d3d9::draw_line(const render_primitive &prim)
vertex[3].v0 = stop.c.y;
// determine the color of the line
- int32_t r = (int32_t)(prim.color.r * 255.0f);
- int32_t g = (int32_t)(prim.color.g * 255.0f);
- int32_t b = (int32_t)(prim.color.b * 255.0f);
- int32_t a = (int32_t)(prim.color.a * 255.0f);
+ auto r = (int32_t)(prim.color.r * 255.0f);
+ auto g = (int32_t)(prim.color.g * 255.0f);
+ auto b = (int32_t)(prim.color.b * 255.0f);
+ auto a = (int32_t)(prim.color.a * 255.0f);
DWORD color = D3DCOLOR_ARGB(a, r, g, b);
// set the color, Z parameters to standard values
@@ -1753,10 +1753,10 @@ void renderer_d3d9::draw_quad(const render_primitive &prim)
}
// determine the color, allowing for over modulation
- int32_t r = (int32_t)(prim.color.r * 255.0f);
- int32_t g = (int32_t)(prim.color.g * 255.0f);
- int32_t b = (int32_t)(prim.color.b * 255.0f);
- int32_t a = (int32_t)(prim.color.a * 255.0f);
+ auto r = (int32_t)(prim.color.r * 255.0f);
+ auto g = (int32_t)(prim.color.g * 255.0f);
+ auto b = (int32_t)(prim.color.b * 255.0f);
+ auto a = (int32_t)(prim.color.a * 255.0f);
DWORD color = D3DCOLOR_ARGB(a, r, g, b);
// adjust half pixel X/Y offset, set the color, Z parameters to standard values
@@ -2706,8 +2706,8 @@ bool d3d_render_target::init(renderer_d3d9 *d3d, int source_width, int source_he
float scale_factor = 0.75f;
int scale_count = vector_screen ? MAX_BLOOM_COUNT : HALF_BLOOM_COUNT;
- float bloom_width = (float)source_width;
- float bloom_height = (float)source_height;
+ auto bloom_width = (float)source_width;
+ auto bloom_height = (float)source_height;
float bloom_size = bloom_width < bloom_height ? bloom_width : bloom_height;
for (int bloom_index = 0; bloom_index < scale_count && bloom_size >= 2.0f; bloom_size *= scale_factor)
{