Fixed bloom target size for vector screens in full-screen mode

- this also improves the performance slightly
This commit is contained in:
ImJezze 2016-05-22 11:01:23 +02:00
parent d6d177a29d
commit 18522bbc54

View File

@ -1664,10 +1664,12 @@ void shaders::render_quad(poly_info *poly, int vertnum)
{
lines_pending = true;
bool swap_xy = win->swap_xy();
int source_width = swap_xy ? (float)d3d->get_height() : (float)d3d->get_width();
int source_height = swap_xy ? (float)d3d->get_width() : (float)d3d->get_height();
int source_width = int(poly->get_prim_width() + 0.5f);
int source_height = int(poly->get_prim_height() + 0.5f);
if (win->swap_xy())
{
std::swap(source_width, source_height);
}
curr_render_target = find_render_target(source_width, source_height, 0, 0);
d3d_render_target *rt = curr_render_target;
@ -1691,10 +1693,12 @@ void shaders::render_quad(poly_info *poly, int vertnum)
{
curr_screen = curr_screen < num_screens ? curr_screen : 0;
bool swap_xy = win->swap_xy();
int source_width = swap_xy ? (float)d3d->get_height() : (float)d3d->get_width();
int source_height = swap_xy ? (float)d3d->get_width() : (float)d3d->get_height();
int source_width = int(poly->get_prim_width() + 0.5f);
int source_height = int(poly->get_prim_height() + 0.5f);
if (win->swap_xy())
{
std::swap(source_width, source_height);
}
curr_render_target = find_render_target(source_width, source_height, 0, 0);
d3d_render_target *rt = curr_render_target;
@ -1838,10 +1842,11 @@ d3d_render_target* shaders::get_vector_target(render_primitive *prim)
auto win = d3d->assert_window();
int source_width = float(d3d->get_width());
int source_height = float(d3d->get_height());
int target_width = int(prim->get_quad_width() + 0.5f);
int target_height = int(prim->get_quad_height() + 0.5f);
// source and target size are the same for vector targets
int source_width = int(prim->get_quad_width() + 0.5f);
int source_height = int(prim->get_quad_height() + 0.5f);
int target_width = source_width;
int target_height = source_height;
target_width *= oversampling_enable ? 2 : 1;
target_height *= oversampling_enable ? 2 : 1;
if (win->swap_xy())
@ -1872,10 +1877,11 @@ void shaders::create_vector_target(render_primitive *prim)
{
auto win = d3d->assert_window();
int source_width = float(d3d->get_width());
int source_height = float(d3d->get_height());
int target_width = int(prim->get_quad_width() + 0.5f);
int target_height = int(prim->get_quad_height() + 0.5f);
// source and target size are the same for vector targets
int source_width = int(prim->get_quad_width() + 0.5f);
int source_height = int(prim->get_quad_height() + 0.5f);
int target_width = source_width;
int target_height = source_height;
target_width *= oversampling_enable ? 2 : 1;
target_height *= oversampling_enable ? 2 : 1;
if (win->swap_xy())
@ -1981,17 +1987,20 @@ bool shaders::register_texture(render_primitive *prim, texture_info *texture)
auto win = d3d->assert_window();
int source_width = texture->get_width();
int source_height = texture->get_height();
int target_width = int(prim->get_quad_width() + 0.5f);
int target_height = int(prim->get_quad_height() + 0.5f);
target_width *= oversampling_enable ? 2 : 1;
target_height *= oversampling_enable ? 2 : 1;
if (win->swap_xy())
{
// source texture is already swapped
std::swap(target_width, target_height);
}
osd_printf_verbose("register_texture() - %d, %d\n", target_width, target_height);
if (!add_render_target(d3d, prim, texture, texture->get_width(), texture->get_height(), target_width, target_height))
if (!add_render_target(d3d, prim, texture, source_width, source_height, target_width, target_height))
{
return false;
}