diff options
Diffstat (limited to 'src/osd/modules/render')
-rw-r--r-- | src/osd/modules/render/d3d/d3dhlsl.cpp | 47 |
1 files changed, 17 insertions, 30 deletions
diff --git a/src/osd/modules/render/d3d/d3dhlsl.cpp b/src/osd/modules/render/d3d/d3dhlsl.cpp index db39deb0aad..3ea23ba5b04 100644 --- a/src/osd/modules/render/d3d/d3dhlsl.cpp +++ b/src/osd/modules/render/d3d/d3dhlsl.cpp @@ -841,10 +841,10 @@ void shaders::begin_draw() downsample_effect->set_technique("DefaultTechnique"); vector_effect->set_technique("DefaultTechnique"); - HRESULT result = d3d->get_device()->GetRenderTarget(0, &backbuffer); + HRESULT result = d3d->get_device()->SetRenderTarget(0, backbuffer); if (FAILED(result)) { - osd_printf_verbose("Direct3D: Error %08lX during device GetRenderTarget call\n", result); + osd_printf_verbose("Direct3D: Error %08lX during device SetRenderTarget call\n", result); } } @@ -940,7 +940,7 @@ int shaders::ntsc_pass(d3d_render_target *rt, int source_index, poly_info *poly, curr_effect->set_float("SignalOffset", signal_offset); next_index = rt->next_index(next_index); - blit(rt->source_surface[next_index], true, D3DPT_TRIANGLELIST, 0, 2); + blit(rt->source_surface[next_index], false, D3DPT_TRIANGLELIST, 0, 2); color_effect->set_texture("Diffuse", rt->source_texture[next_index]); @@ -997,7 +997,7 @@ int shaders::color_convolution_pass(d3d_render_target *rt, int source_index, pol // initial "Diffuse" texture is set in shaders::set_texture() or the result of shaders::ntsc_pass() next_index = rt->next_index(next_index); - blit(rt->source_surface[next_index], true, D3DPT_TRIANGLELIST, 0, 2); + blit(rt->source_surface[next_index], false, D3DPT_TRIANGLELIST, 0, 2); return next_index; } @@ -1011,7 +1011,7 @@ int shaders::prescale_pass(d3d_render_target *rt, int source_index, poly_info *p curr_effect->set_texture("Diffuse", rt->source_texture[next_index]); next_index = rt->next_index(next_index); - blit(rt->target_surface[next_index], true, D3DPT_TRIANGLELIST, 0, 2); + blit(rt->target_surface[next_index], false, D3DPT_TRIANGLELIST, 0, 2); return next_index; } @@ -1034,7 +1034,7 @@ int shaders::deconverge_pass(d3d_render_target *rt, int source_index, poly_info curr_effect->set_texture("Diffuse", rt->target_texture[next_index]); next_index = rt->next_index(next_index); - blit(rt->target_surface[next_index], true, D3DPT_TRIANGLELIST, 0, 2); + blit(rt->target_surface[next_index], false, D3DPT_TRIANGLELIST, 0, 2); return next_index; } @@ -1054,7 +1054,7 @@ int shaders::defocus_pass(d3d_render_target *rt, int source_index, poly_info *po curr_effect->set_texture("Diffuse", rt->target_texture[next_index]); next_index = rt->next_index(next_index); - blit(rt->target_surface[next_index], true, D3DPT_TRIANGLELIST, 0, 2); + blit(rt->target_surface[next_index], false, D3DPT_TRIANGLELIST, 0, 2); return next_index; } @@ -1076,7 +1076,7 @@ int shaders::phosphor_pass(d3d_render_target *rt, int source_index, poly_info *p curr_effect->set_bool("Passthrough", false); next_index = rt->next_index(next_index); - blit(rt->target_surface[next_index], true, D3DPT_TRIANGLELIST, 0, 2); + blit(rt->target_surface[next_index], false, D3DPT_TRIANGLELIST, 0, 2); // Pass along our phosphor'd screen curr_effect->update_uniforms(); @@ -1084,8 +1084,7 @@ int shaders::phosphor_pass(d3d_render_target *rt, int source_index, poly_info *p curr_effect->set_texture("LastPass", rt->target_texture[next_index]); curr_effect->set_bool("Passthrough", true); - // Avoid changing targets due to page flipping - blit(rt->cache_surface, true, D3DPT_TRIANGLELIST, 0, 2); + blit(rt->cache_surface, false, D3DPT_TRIANGLELIST, 0, 2); return next_index; } @@ -1130,7 +1129,7 @@ int shaders::post_pass(d3d_render_target *rt, int source_index, poly_info *poly, curr_effect->set_bool("PrepareBloom", prepare_bloom); next_index = rt->next_index(next_index); - blit(prepare_bloom ? rt->source_surface[next_index] : rt->target_surface[next_index], true, D3DPT_TRIANGLELIST, 0, 2); + blit(prepare_bloom ? rt->source_surface[next_index] : rt->target_surface[next_index], false, D3DPT_TRIANGLELIST, 0, 2); return next_index; } @@ -1156,7 +1155,7 @@ int shaders::downsample_pass(d3d_render_target *rt, int source_index, poly_info ? rt->source_texture[next_index] : rt->bloom_texture[bloom_index - 1]); - blit(rt->bloom_surface[bloom_index], true, D3DPT_TRIANGLELIST, 0, 2); + blit(rt->bloom_surface[bloom_index], false, D3DPT_TRIANGLELIST, 0, 2); } return next_index; @@ -1204,7 +1203,7 @@ int shaders::bloom_pass(d3d_render_target *rt, int source_index, poly_info *poly } next_index = rt->next_index(next_index); - blit(rt->target_surface[next_index], true, D3DPT_TRIANGLELIST, 0, 2); + blit(rt->target_surface[next_index], false, D3DPT_TRIANGLELIST, 0, 2); return next_index; } @@ -1230,7 +1229,7 @@ int shaders::distortion_pass(d3d_render_target *rt, int source_index, poly_info curr_effect->set_texture("DiffuseTexture", rt->target_texture[next_index]); next_index = rt->next_index(next_index); - blit(rt->target_surface[next_index], true, D3DPT_TRIANGLELIST, 0, 2); + blit(rt->target_surface[next_index], false, D3DPT_TRIANGLELIST, 0, 2); return next_index; } @@ -1245,6 +1244,7 @@ int shaders::vector_pass(d3d_render_target *rt, int source_index, poly_info *pol curr_effect->set_float("LengthScale", options->vector_length_scale); curr_effect->set_float("BeamSmooth", options->vector_beam_smooth); + // we need to clear the vector render target here blit(rt->target_surface[next_index], true, poly->type(), vertnum, poly->count()); return next_index; @@ -1260,6 +1260,7 @@ int shaders::vector_buffer_pass(d3d_render_target *rt, int source_index, poly_in curr_effect->set_texture("Diffuse", rt->target_texture[next_index]); + // we need to clear the vector render target here next_index = rt->next_index(next_index); blit(rt->target_surface[next_index], true, D3DPT_TRIANGLELIST, 0, 2); @@ -1276,27 +1277,19 @@ int shaders::screen_pass(d3d_render_target *rt, int source_index, poly_info *pol curr_effect->set_texture("Diffuse", rt->target_texture[next_index]); - // we do not clear the backbuffer here because multiple screens might be rendered into blit(backbuffer, false, poly->type(), vertnum, poly->count()); if (recording_movie) { blit(recorder->target_surface(), false, poly->type(), vertnum, poly->count()); - HRESULT result = d3d->get_device()->SetRenderTarget(0, backbuffer); - if (FAILED(result)) - osd_printf_verbose("Direct3D: Error %08lX during device SetRenderTarget call\n", result); - recorder->save_frame(); } if (render_snap) { - blit(snap_target, false, poly->type(), vertnum, poly->count()); - - HRESULT result = d3d->get_device()->SetRenderTarget(0, backbuffer); - if (FAILED(result)) - osd_printf_verbose("Direct3D: Error %08lX during device SetRenderTarget call\n", result); + // we need to clear the snap render target here + blit(snap_target, true, poly->type(), vertnum, poly->count()); render_snapshot(snap_target); @@ -1458,12 +1451,6 @@ void shaders::render_quad(poly_info *poly, int vertnum) next_index = screen_pass(rt, next_index, poly, vertnum); d3d->set_wrap(PRIMFLAG_GET_TEXWRAP(curr_texture->get_flags()) ? D3DTADDRESS_WRAP : D3DTADDRESS_CLAMP); - HRESULT result = d3d->get_device()->SetRenderTarget(0, backbuffer); - if (FAILED(result)) - { - osd_printf_verbose("Direct3D: Error %08lX during device SetRenderTarget call\n", result); - } - curr_screen++; } else |