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-rw-r--r--src/osd/windows/d3dhlsl.c9
-rw-r--r--src/osd/windows/drawd3d.c28
2 files changed, 10 insertions, 27 deletions
diff --git a/src/osd/windows/d3dhlsl.c b/src/osd/windows/d3dhlsl.c
index f7ba2940ff0..4ce179b4389 100644
--- a/src/osd/windows/d3dhlsl.c
+++ b/src/osd/windows/d3dhlsl.c
@@ -1051,8 +1051,6 @@ int shaders::create_resources(bool reset)
post_effect->add_uniform("Power", uniform::UT_VEC3, uniform::CU_POST_POWER);
post_effect->add_uniform("Floor", uniform::UT_VEC3, uniform::CU_POST_FLOOR);
- bloom_effect->add_uniform("SourceRect", uniform::UT_VEC2, uniform::CU_SOURCE_RECT);
-
initialized = true;
return 0;
@@ -1631,7 +1629,7 @@ void shaders::screen_post_pass(render_target *rt, vec2f &texsize, vec2f &delta,
HRESULT result = (*d3dintf->device.set_render_target)(d3d->get_device(), 0, rt->target[2]);
- result = (*d3dintf->device.clear)(d3d->get_device(), 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_ARGB(0,0,0,0), 0, 0);
+ result = (*d3dintf->device.clear)(d3d->get_device(), 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_ARGB(1,0,0,0), 0, 0);
if (result != D3D_OK) mame_printf_verbose("Direct3D: Error %08X during device clear call\n", (int)result);
curr_effect->begin(&num_passes, 0);
@@ -1699,17 +1697,14 @@ void shaders::raster_bloom_pass(render_target *rt, vec2f &texsize, vec2f &delta,
}
curr_effect = bloom_effect;
- curr_effect->update_uniforms();
float weight0123[4] = { options->bloom_level0_weight, options->bloom_level1_weight, options->bloom_level2_weight, options->bloom_level3_weight };
float weight4567[4] = { options->bloom_level4_weight, options->bloom_level5_weight, options->bloom_level6_weight, options->bloom_level7_weight };
float weight89A[3] = { options->bloom_level8_weight, options->bloom_level9_weight, options->bloom_level10_weight };
- float temp0[2] = { 1024.0f, 512.0f };
curr_effect->set_vector("Level0123Weight", 4, weight0123);
curr_effect->set_vector("Level4567Weight", 4, weight4567);
curr_effect->set_vector("Level89AWeight", 3, weight89A);
- curr_effect->set_vector("ScreenSize", 2, &screendims.c.x);
- curr_effect->set_vector("TextureSize", 2, temp0);
+ curr_effect->set_vector("TargetSize", 2, &screendims.c.x);
curr_effect->set_texture("DiffuseA", rt->render_texture[2]);
diff --git a/src/osd/windows/drawd3d.c b/src/osd/windows/drawd3d.c
index f260b3f0758..4d40c31f587 100644
--- a/src/osd/windows/drawd3d.c
+++ b/src/osd/windows/drawd3d.c
@@ -44,18 +44,6 @@
#include "drawd3d.h"
-// Visual Studio 2013 is the first version that supports roundf
-#if defined(_MSC_VER) && (_MSC_VER < 1800)
-
-float roundf(float f)
-{
- if (f < 0)
- return ceil(f - 0.5);
-
- return floor(f + 0.5);
-}
-
-#endif
//============================================================
// DEBUGGING
@@ -1702,14 +1690,14 @@ void renderer::draw_quad(const render_primitive *prim)
return;
// fill in the vertexes clockwise
- vertex[0].x = roundf(prim->bounds.x0) - 0.5f;
- vertex[0].y = roundf(prim->bounds.y0) - 0.5f;
- vertex[1].x = roundf(prim->bounds.x1) - 0.5f;
- vertex[1].y = roundf(prim->bounds.y0) - 0.5f;
- vertex[2].x = roundf(prim->bounds.x0) - 0.5f;
- vertex[2].y = roundf(prim->bounds.y1) - 0.5f;
- vertex[3].x = roundf(prim->bounds.x1) - 0.5f;
- vertex[3].y = roundf(prim->bounds.y1) - 0.5f;
+ vertex[0].x = prim->bounds.x0 - 0.5f;
+ vertex[0].y = prim->bounds.y0 - 0.5f;
+ vertex[1].x = prim->bounds.x1 - 0.5f;
+ vertex[1].y = prim->bounds.y0 - 0.5f;
+ vertex[2].x = prim->bounds.x0 - 0.5f;
+ vertex[2].y = prim->bounds.y1 - 0.5f;
+ vertex[3].x = prim->bounds.x1 - 0.5f;
+ vertex[3].y = prim->bounds.y1 - 0.5f;
float width = prim->bounds.x1 - prim->bounds.x0;
float height = prim->bounds.y1 - prim->bounds.y0;