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-rw-r--r--src/osd/modules/render/d3d/d3dhlsl.c34
-rw-r--r--src/osd/modules/render/drawd3d.c8
2 files changed, 21 insertions, 21 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);
diff --git a/src/osd/modules/render/drawd3d.c b/src/osd/modules/render/drawd3d.c
index 93c316c347f..0b1caaeee2a 100644
--- a/src/osd/modules/render/drawd3d.c
+++ b/src/osd/modules/render/drawd3d.c
@@ -2132,7 +2132,7 @@ void texture_info::compute_size_subroutine(int texwidth, int texheight, int* p_w
{
finalheight *= 2;
}
-
+
*p_width = finalwidth;
*p_height = finalheight;
}
@@ -2148,7 +2148,7 @@ void texture_info::compute_size(int texwidth, int texheight)
m_xborderpix = 0;
m_yborderpix = 0;
-
+
// if we're not wrapping, add a 1-2 pixel border on all sides
if (ENABLE_BORDER_PIX && !(m_flags & PRIMFLAG_TEXWRAP_MASK))
{
@@ -2160,7 +2160,7 @@ void texture_info::compute_size(int texwidth, int texheight)
// compute final texture size
finalwidth += 2 * m_xborderpix;
finalheight += 2 * m_yborderpix;
-
+
compute_size_subroutine(finalwidth, finalheight, &finalwidth, &finalheight);
// if we added pixels for the border, and that just barely pushed us over, take it back
@@ -2171,7 +2171,7 @@ void texture_info::compute_size(int texwidth, int texheight)
m_xborderpix = 0;
m_yborderpix = 0;
-
+
compute_size_subroutine(finalwidth, finalheight, &finalwidth, &finalheight);
}