Fix -nohlsl

This commit is contained in:
Ryan Holtz 2011-05-24 19:35:47 +00:00
parent a2196c79ed
commit 0d2bc3300f

View File

@ -1570,26 +1570,26 @@ static int device_create_resources(d3d_info *d3d)
d3d->vector_texture = texture_create(d3d, &texture, PRIMFLAG_BLENDMODE(BLENDMODE_ALPHA) | PRIMFLAG_TEXFORMAT(TEXFORMAT_ARGB32));
}
// experimental: create a default bitmap for our shader
if (d3d->default_bitmap != NULL)
{
render_texinfo texture;
// fake in the basic data so it looks like it came from render.c
texture.base = d3d->default_bitmap->base;
texture.rowpixels = d3d->default_bitmap->rowpixels;
texture.width = d3d->default_bitmap->width;
texture.height = d3d->default_bitmap->height;
texture.palette = NULL;
texture.seqid = 0;
// now create it
d3d->default_texture = texture_create(d3d, &texture, PRIMFLAG_BLENDMODE(BLENDMODE_ALPHA) | PRIMFLAG_TEXFORMAT(TEXFORMAT_ARGB32));
}
// experimental: initialize some more things if we're using HLSL
if(d3d->hlsl_enable && d3dintf->post_fx_available)
{
// experimental: create a default bitmap for our shader
if (d3d->default_bitmap != NULL)
{
render_texinfo texture;
// fake in the basic data so it looks like it came from render.c
texture.base = d3d->default_bitmap->base;
texture.rowpixels = d3d->default_bitmap->rowpixels;
texture.width = d3d->default_bitmap->width;
texture.height = d3d->default_bitmap->height;
texture.palette = NULL;
texture.seqid = 0;
// now create it
d3d->default_texture = texture_create(d3d, &texture, PRIMFLAG_BLENDMODE(BLENDMODE_ALPHA) | PRIMFLAG_TEXFORMAT(TEXFORMAT_ARGB32));
}
windows_options &options = downcast<windows_options &>(d3d->window->machine().options());
// experimental: load a PNG to use for vector rendering; it is treated