diff options
Diffstat (limited to 'src/osd')
-rw-r--r-- | src/osd/modules/render/d3d/d3dhlsl.cpp | 25 | ||||
-rw-r--r-- | src/osd/modules/render/d3d/d3dhlsl.h | 6 | ||||
-rw-r--r-- | src/osd/modules/render/drawd3d.cpp | 28 |
3 files changed, 28 insertions, 31 deletions
diff --git a/src/osd/modules/render/d3d/d3dhlsl.cpp b/src/osd/modules/render/d3d/d3dhlsl.cpp index 5fc5e9a4899..1b635b94c8f 100644 --- a/src/osd/modules/render/d3d/d3dhlsl.cpp +++ b/src/osd/modules/render/d3d/d3dhlsl.cpp @@ -977,18 +977,11 @@ int shaders::create_resources(bool reset) phosphor_effect->add_uniform("Phosphor", uniform::UT_VEC3, uniform::CU_PHOSPHOR_LIFE); - post_effect->add_uniform("VignettingAmount", uniform::UT_FLOAT, uniform::CU_POST_VIGNETTING); // backward compatibility - post_effect->add_uniform("CurvatureAmount", uniform::UT_FLOAT, uniform::CU_POST_CURVATURE); // backward compatibility - post_effect->add_uniform("RoundCornerAmount", uniform::UT_FLOAT, uniform::CU_POST_ROUND_CORNER); // backward compatibility - post_effect->add_uniform("SmoothBorderAmount", uniform::UT_FLOAT, uniform::CU_POST_SMOOTH_BORDER); // backward compatibility - post_effect->add_uniform("ReflectionAmount", uniform::UT_FLOAT, uniform::CU_POST_REFLECTION); // backward compatibility - post_effect->add_uniform("ShadowAlpha", uniform::UT_FLOAT, uniform::CU_POST_SHADOW_ALPHA); post_effect->add_uniform("ShadowCount", uniform::UT_VEC2, uniform::CU_POST_SHADOW_COUNT); post_effect->add_uniform("ShadowUV", uniform::UT_VEC2, uniform::CU_POST_SHADOW_UV); post_effect->add_uniform("ShadowUVOffset", uniform::UT_VEC2, uniform::CU_POST_SHADOW_UV_OFFSET); post_effect->add_uniform("ShadowDims", uniform::UT_VEC2, uniform::CU_POST_SHADOW_DIMS); - post_effect->add_uniform("ScanlineAlpha", uniform::UT_FLOAT, uniform::CU_POST_SCANLINE_ALPHA); post_effect->add_uniform("ScanlineScale", uniform::UT_FLOAT, uniform::CU_POST_SCANLINE_SCALE); post_effect->add_uniform("ScanlineHeight", uniform::UT_FLOAT, uniform::CU_POST_SCANLINE_HEIGHT); @@ -996,7 +989,6 @@ 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); - post_effect->add_uniform("RotationType", uniform::UT_INT, uniform::CU_ROTATION_TYPE); distortion_effect->add_uniform("VignettingAmount", uniform::UT_FLOAT, uniform::CU_POST_VIGNETTING); @@ -1004,7 +996,6 @@ int shaders::create_resources(bool reset) distortion_effect->add_uniform("RoundCornerAmount", uniform::UT_FLOAT, uniform::CU_POST_ROUND_CORNER); distortion_effect->add_uniform("SmoothBorderAmount", uniform::UT_FLOAT, uniform::CU_POST_SMOOTH_BORDER); distortion_effect->add_uniform("ReflectionAmount", uniform::UT_FLOAT, uniform::CU_POST_REFLECTION); - distortion_effect->add_uniform("RotationType", uniform::UT_INT, uniform::CU_ROTATION_TYPE); initialized = true; @@ -1026,7 +1017,7 @@ void shaders::begin_draw() curr_effect = default_effect; - default_effect->set_technique("DefaultTechnique"); + default_effect->set_technique("ScreenTechnique"); post_effect->set_technique("DefaultTechnique"); distortion_effect->set_technique("DefaultTechnique"); prescale_effect->set_technique("DefaultTechnique"); @@ -1605,9 +1596,9 @@ int shaders::vector_buffer_pass(d3d_render_target *rt, int source_index, poly_in curr_effect = default_effect; curr_effect->update_uniforms(); + curr_effect->set_technique("VectorBufferTechnique"); curr_effect->set_texture("Diffuse", rt->target_texture[next_index]); - curr_effect->set_bool("PostPass", true); next_index = rt->next_index(next_index); // blit(rt->target_surface[next_index], true, D3DPT_TRIANGLELIST, 0, 2); @@ -1622,11 +1613,11 @@ int shaders::screen_pass(d3d_render_target *rt, int source_index, poly_info *pol curr_effect = default_effect; curr_effect->update_uniforms(); + curr_effect->set_technique("ScreenTechnique"); curr_effect->set_texture("Diffuse", rt->target_texture[next_index]); - curr_effect->set_bool("PostPass", true); - // we do not clear the backbuffe here because multiple screens might rendered into + // we do not clear the backbuffe here because multiple screens might be rendered into blit(backbuffer, false, poly->get_type(), vertnum, poly->get_count()); if (avi_output_file != NULL) @@ -1644,11 +1635,11 @@ int shaders::screen_pass(d3d_render_target *rt, int source_index, poly_info *pol return next_index; } -void shaders::menu_pass(poly_info *poly, int vertnum) +void shaders::ui_pass(poly_info *poly, int vertnum) { curr_effect = default_effect; curr_effect->update_uniforms(); - curr_effect->set_bool("PostPass", false); + curr_effect->set_technique("UiTechnique"); blit(NULL, false, poly->get_type(), vertnum, poly->get_count()); } @@ -1786,7 +1777,7 @@ void shaders::render_quad(poly_info *poly, int vertnum) } else { - menu_pass(poly, vertnum); + ui_pass(poly, vertnum); } curr_render_target = NULL; @@ -1965,7 +1956,7 @@ void shaders::enumerate_screens() // shaders::register_texture(texture::info) //============================================================ -bool shaders::register_texture(texture_info *texture) +bool shaders::register_texture(render_primitive *prim, texture_info *texture) { if (!master_enable || !d3dintf->post_fx_available) { diff --git a/src/osd/modules/render/d3d/d3dhlsl.h b/src/osd/modules/render/d3d/d3dhlsl.h index 5d59aabc6e2..caab833e7d7 100644 --- a/src/osd/modules/render/d3d/d3dhlsl.h +++ b/src/osd/modules/render/d3d/d3dhlsl.h @@ -290,7 +290,7 @@ public: void init_effect_info(poly_info *poly); void render_quad(poly_info *poly, int vertnum); - bool register_texture(texture_info *texture); + bool register_texture(render_primitive *prim, texture_info *texture); bool add_render_target(renderer_d3d9* d3d, texture_info* info, int width, int height, int target_width, int target_height); bool add_cache_target(renderer_d3d9* d3d, texture_info* info, int width, int height, int screen_index); @@ -344,8 +344,6 @@ private: void end_avi_recording(); void begin_avi_recording(const char *name); - bool register_texture(texture_info *texture, int width, int height, int xscale, int yscale); - d3d_render_target* find_render_target(int width, int height, UINT32 screen_index, UINT32 page_index); cache_target * find_cache_target(UINT32 screen_index, int width, int height); void remove_cache_target(cache_target *cache); @@ -366,7 +364,7 @@ private: int vector_pass(d3d_render_target *rt, int source_index, poly_info *poly, int vertnum); int vector_buffer_pass(d3d_render_target *rt, int source_index, poly_info *poly, int vertnum); int screen_pass(d3d_render_target *rt, int source_index, poly_info *poly, int vertnum); - void menu_pass(poly_info *poly, int vertnum); + void ui_pass(poly_info *poly, int vertnum); d3d_base * d3dintf; // D3D interface diff --git a/src/osd/modules/render/drawd3d.cpp b/src/osd/modules/render/drawd3d.cpp index edce723c475..4037c9c0bbe 100644 --- a/src/osd/modules/render/drawd3d.cpp +++ b/src/osd/modules/render/drawd3d.cpp @@ -694,8 +694,20 @@ void d3d_texture_manager::update_textures() texture_info *texture = find_texinfo(&prim->texture, prim->flags); if (texture == nullptr) { - // if there isn't one, create a new texture - global_alloc(texture_info(this, &prim->texture, m_renderer->window().prescale(), prim->flags)); + if (m_renderer->get_shaders()->enabled()) + { + // create a new texture without prescale, shaders will handle the prescale + texture = global_alloc(texture_info(this, &prim->texture, 1, prim->flags)); + if (texture != nullptr) + { + m_renderer->get_shaders()->register_texture(prim, texture); + } + } + else + { + // create a new texture + texture = global_alloc(texture_info(this, &prim->texture, m_renderer->window().prescale(), prim->flags)); + } } else { @@ -1689,11 +1701,12 @@ void renderer_d3d9::draw_quad(const render_primitive *prim) float height = prim->bounds.y1 - prim->bounds.y0; // set the texture coordinates - if(texture != nullptr) + if (texture != nullptr) { vec2f& start = texture->get_uvstart(); vec2f& stop = texture->get_uvstop(); vec2f delta = stop - start; + vertex[0].u0 = start.c.x + delta.c.x * prim->texcoords.tl.u; vertex[0].v0 = start.c.y + delta.c.y * prim->texcoords.tl.v; vertex[1].u0 = start.c.x + delta.c.x * prim->texcoords.tr.u; @@ -2018,11 +2031,11 @@ texture_info::texture_info(d3d_texture_manager *manager, const render_texinfo* t } // screen textures with no prescaling are pretty easy and shaders handle prescale itself - if ((m_xprescale == 1 && m_yprescale == 1) || m_renderer->get_shaders()->enabled()) + if (m_xprescale == 1 && m_yprescale == 1) { // required to compute the size m_type = m_texture_manager->is_dynamic_supported() ? TEXTURE_TYPE_DYNAMIC : TEXTURE_TYPE_PLAIN; - + // compute the size compute_size(texsource->width, texsource->height); @@ -2030,11 +2043,6 @@ texture_info::texture_info(d3d_texture_manager *manager, const render_texinfo* t if (result == D3D_OK) { m_d3dfinaltex = m_d3dtex; - if (m_renderer->get_shaders()->enabled() && !m_renderer->get_shaders()->register_texture(this)) - { - goto error; - } - break; } } |