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MAMETesters Bugs Fixed
----------------------
- 05162: [Core] Toggling HLSL off then on with ctrl-alt-F5 will drop its use of
  aperture.png
- 05214: [Color/Palette] bzone: bzone displays black and white.
- 05218: [Graphics] crash when hlsl_read is set to 1
- 05235: [Core] You can't alt-tab and back with HLSL enabled and in 148 you
  could

Source Changes
--------------
-HLSL updates: [MooglyGuy]
  * Removed hlsl_read and hlsl_write options now that all slider options are
    plumbed and have values matching the INI settings
  * Added more surface release calls in order to fix device resetting
  * Fixed draw order for quads, overlays now appear on top of vectors in
    non-HLSL mode
  * Moved aperture.png loading into create_resources/delete_resources so that
    it is correctly reloaded when HLSL is toggled on and off
This commit is contained in:
Ryan Holtz 2013-08-25 16:20:18 +00:00
parent 784a36b87f
commit 5d4e73bf50
4 changed files with 115 additions and 322 deletions

View File

@ -506,7 +506,7 @@ void shaders::end_avi_recording()
//============================================================
// shaders::set_texture
// shaders::toggle
//============================================================
void shaders::toggle()
@ -756,260 +756,72 @@ void shaders::init(base *d3dintf, win_window_info *window)
options->params_dirty = true;
strcpy(options->shadow_mask_texture, downcast<windows_options &>(window->machine().options()).screen_shadow_mask_texture()); // unsafe
write_ini = downcast<windows_options &>(window->machine().options()).hlsl_write_ini();
read_ini = downcast<windows_options &>(window->machine().options()).hlsl_read_ini();
if(read_ini)
prescale_force_x = winoptions.d3d_hlsl_prescale_x();
prescale_force_y = winoptions.d3d_hlsl_prescale_y();
if(preset == -1)
{
emu_file ini_file(downcast<windows_options &>(window->machine().options()).screen_post_fx_dir(), OPEN_FLAG_READ | OPEN_FLAG_CREATE_PATHS);
file_error filerr = open_next((renderer*)window->drawdata, ini_file, downcast<windows_options &>(window->machine().options()).hlsl_ini_name(), "ini", 0);
read_ini = false;
if (filerr == FILERR_NONE)
{
ini_file.seek(0, SEEK_END);
if (ini_file.tell() >= 1000)
{
read_ini = true;
ini_file.seek(0, SEEK_SET);
int en = 0;
char buf[1024];
ini_file.gets(buf, 1024);
sscanf(buf, "hlsl_enable %d\n", &en);
master_enable = en == 1;
ini_file.gets(buf, 1024);
sscanf(buf, "hlsl_prescale_x %d\n", &prescale_force_x);
ini_file.gets(buf, 1024);
sscanf(buf, "hlsl_prescale_y %d\n", &prescale_force_y);
ini_file.gets(buf, 1024);
sscanf(buf, "hlsl_preset %d\n", &preset);
ini_file.gets(buf, 1024);
sscanf(buf, "hlsl_snap_width %d\n", &snap_width);
ini_file.gets(buf, 1024);
sscanf(buf, "hlsl_snap_height %d\n", &snap_height);
ini_file.gets(buf, 1024);
sscanf(buf, "shadow_mask_alpha %f\n", &options->shadow_mask_alpha);
ini_file.gets(buf, 1024);
sscanf(buf, "shadow_mask_texture %s\n", options->shadow_mask_texture);
ini_file.gets(buf, 1024);
sscanf(buf, "shadow_mask_x_count %d\n", &options->shadow_mask_count_x);
ini_file.gets(buf, 1024);
sscanf(buf, "shadow_mask_y_count %d\n", &options->shadow_mask_count_y);
ini_file.gets(buf, 1024);
sscanf(buf, "shadow_mask_usize %f\n", &options->shadow_mask_u_size);
ini_file.gets(buf, 1024);
sscanf(buf, "shadow_mask_vsize %f\n", &options->shadow_mask_v_size);
ini_file.gets(buf, 1024);
sscanf(buf, "curvature %f\n", &options->curvature);
ini_file.gets(buf, 1024);
sscanf(buf, "pincushion %f\n", &options->pincushion);
ini_file.gets(buf, 1024);
sscanf(buf, "scanline_alpha %f\n", &options->scanline_alpha);
ini_file.gets(buf, 1024);
sscanf(buf, "scanline_size %f\n", &options->scanline_scale);
ini_file.gets(buf, 1024);
sscanf(buf, "scanline_height %f\n", &options->scanline_height);
ini_file.gets(buf, 1024);
sscanf(buf, "scanline_bright_scale %f\n", &options->scanline_bright_scale);
ini_file.gets(buf, 1024);
sscanf(buf, "scanline_bright_offset %f\n", &options->scanline_bright_offset);
ini_file.gets(buf, 1024);
sscanf(buf, "scanline_jitter %f\n", &options->scanline_offset);
ini_file.gets(buf, 1024);
for(int idx = 0; idx < strlen(buf); idx++) if(buf[idx] == ',') buf[idx] = ' ';
sscanf(buf, "defocus %f %f\n", &options->defocus[0], &options->defocus[1]);
ini_file.gets(buf, 1024);
for(int idx = 0; idx < strlen(buf); idx++) if(buf[idx] == ',') buf[idx] = ' ';
sscanf(buf, "converge_x %f %f %f\n", &options->converge_x[0], &options->converge_x[1], &options->converge_x[2]);
ini_file.gets(buf, 1024);
for(int idx = 0; idx < strlen(buf); idx++) if(buf[idx] == ',') buf[idx] = ' ';
sscanf(buf, "converge_y %f %f %f\n", &options->converge_y[0], &options->converge_y[1], &options->converge_y[2]);
ini_file.gets(buf, 1024);
for(int idx = 0; idx < strlen(buf); idx++) if(buf[idx] == ',') buf[idx] = ' ';
sscanf(buf, "radial_converge_x %f %f %f\n", &options->radial_converge_x[0], &options->radial_converge_x[1], &options->radial_converge_x[2]);
ini_file.gets(buf, 1024);
for(int idx = 0; idx < strlen(buf); idx++) if(buf[idx] == ',') buf[idx] = ' ';
sscanf(buf, "radial_converge_y %f %f %f\n", &options->radial_converge_y[0], &options->radial_converge_y[1], &options->radial_converge_y[2]);
ini_file.gets(buf, 1024);
for(int idx = 0; idx < strlen(buf); idx++) if(buf[idx] == ',') buf[idx] = ' ';
sscanf(buf, "red_ratio %f %f %f\n", &options->red_ratio[0], &options->red_ratio[1], &options->red_ratio[2]);
ini_file.gets(buf, 1024);
for(int idx = 0; idx < strlen(buf); idx++) if(buf[idx] == ',') buf[idx] = ' ';
sscanf(buf, "grn_ratio %f %f %f\n", &options->grn_ratio[0], &options->grn_ratio[1], &options->grn_ratio[2]);
ini_file.gets(buf, 1024);
for(int idx = 0; idx < strlen(buf); idx++) if(buf[idx] == ',') buf[idx] = ' ';
sscanf(buf, "blu_ratio %f %f %f\n", &options->blu_ratio[0], &options->blu_ratio[1], &options->blu_ratio[2]);
ini_file.gets(buf, 1024);
sscanf(buf, "saturation %f\n", &options->saturation);
ini_file.gets(buf, 1024);
for(int idx = 0; idx < strlen(buf); idx++) if(buf[idx] == ',') buf[idx] = ' ';
sscanf(buf, "offset %f %f %f\n", &options->offset[0], &options->offset[1], &options->offset[2]);
ini_file.gets(buf, 1024);
for(int idx = 0; idx < strlen(buf); idx++) if(buf[idx] == ',') buf[idx] = ' ';
sscanf(buf, "scale %f %f %f\n", &options->scale[0], &options->scale[1], &options->scale[2]);
ini_file.gets(buf, 1024);
for(int idx = 0; idx < strlen(buf); idx++) if(buf[idx] == ',') buf[idx] = ' ';
sscanf(buf, "power %f %f %f\n", &options->power[0], &options->power[1], &options->power[2]);
ini_file.gets(buf, 1024);
for(int idx = 0; idx < strlen(buf); idx++) if(buf[idx] == ',') buf[idx] = ' ';
sscanf(buf, "floor %f %f %f\n", &options->floor[0], &options->floor[1], &options->floor[2]);
ini_file.gets(buf, 1024);
for(int idx = 0; idx < strlen(buf); idx++) if(buf[idx] == ',') buf[idx] = ' ';
sscanf(buf, "phosphor_life %f %f %f\n", &options->phosphor[0], &options->phosphor[1], &options->phosphor[2]);
ini_file.gets(buf, 1024);
sscanf(buf, "yiq_enable %d\n", &en);
options->yiq_enable = en == 1;
ini_file.gets(buf, 1024);
sscanf(buf, "yiq_cc %f\n", &options->yiq_cc);
ini_file.gets(buf, 1024);
sscanf(buf, "yiq_a %f\n", &options->yiq_a);
ini_file.gets(buf, 1024);
sscanf(buf, "yiq_b %f\n", &options->yiq_b);
ini_file.gets(buf, 1024);
sscanf(buf, "yiq_o %f\n", &options->yiq_o);
ini_file.gets(buf, 1024);
sscanf(buf, "yiq_p %f\n", &options->yiq_p);
ini_file.gets(buf, 1024);
sscanf(buf, "yiq_n %f\n", &options->yiq_n);
ini_file.gets(buf, 1024);
sscanf(buf, "yiq_y %f\n", &options->yiq_y);
ini_file.gets(buf, 1024);
sscanf(buf, "yiq_i %f\n", &options->yiq_i);
ini_file.gets(buf, 1024);
sscanf(buf, "yiq_q %f\n", &options->yiq_q);
ini_file.gets(buf, 1024);
sscanf(buf, "yiq_scan_time %f\n", &options->yiq_scan_time);
ini_file.gets(buf, 1024);
sscanf(buf, "yiq_phase_count %d\n", &options->yiq_phase_count);
ini_file.gets(buf, 1024);
sscanf(buf, "vector_length_scale %f\n", &options->vector_length_scale);
ini_file.gets(buf, 1024);
sscanf(buf, "vector_length_ratio %f\n", &options->vector_length_ratio);
}
}
options->shadow_mask_alpha = winoptions.screen_shadow_mask_alpha();
options->shadow_mask_count_x = winoptions.screen_shadow_mask_count_x();
options->shadow_mask_count_y = winoptions.screen_shadow_mask_count_y();
options->shadow_mask_u_size = winoptions.screen_shadow_mask_u_size();
options->shadow_mask_v_size = winoptions.screen_shadow_mask_v_size();
options->curvature = winoptions.screen_curvature();
options->pincushion = winoptions.screen_pincushion();
options->scanline_alpha = winoptions.screen_scanline_amount();
options->scanline_scale = winoptions.screen_scanline_scale();
options->scanline_height = winoptions.screen_scanline_height();
options->scanline_bright_scale = winoptions.screen_scanline_bright_scale();
options->scanline_bright_offset = winoptions.screen_scanline_bright_offset();
options->scanline_offset = winoptions.screen_scanline_offset();
get_vector(winoptions.screen_defocus(), 2, options->defocus, TRUE);
get_vector(winoptions.screen_converge_x(), 3, options->converge_x, TRUE);
get_vector(winoptions.screen_converge_y(), 3, options->converge_y, TRUE);
get_vector(winoptions.screen_radial_converge_x(), 3, options->radial_converge_x, TRUE);
get_vector(winoptions.screen_radial_converge_y(), 3, options->radial_converge_y, TRUE);
get_vector(winoptions.screen_red_ratio(), 3, options->red_ratio, TRUE);
get_vector(winoptions.screen_grn_ratio(), 3, options->grn_ratio, TRUE);
get_vector(winoptions.screen_blu_ratio(), 3, options->blu_ratio, TRUE);
get_vector(winoptions.screen_offset(), 3, options->offset, TRUE);
get_vector(winoptions.screen_scale(), 3, options->scale, TRUE);
get_vector(winoptions.screen_power(), 3, options->power, TRUE);
get_vector(winoptions.screen_floor(), 3, options->floor, TRUE);
get_vector(winoptions.screen_phosphor(), 3, options->phosphor, TRUE);
options->saturation = winoptions.screen_saturation();
}
else
{
prescale_force_x = winoptions.d3d_hlsl_prescale_x();
prescale_force_y = winoptions.d3d_hlsl_prescale_y();
if(preset == -1)
{
options->shadow_mask_alpha = winoptions.screen_shadow_mask_alpha();
options->shadow_mask_count_x = winoptions.screen_shadow_mask_count_x();
options->shadow_mask_count_y = winoptions.screen_shadow_mask_count_y();
options->shadow_mask_u_size = winoptions.screen_shadow_mask_u_size();
options->shadow_mask_v_size = winoptions.screen_shadow_mask_v_size();
options->curvature = winoptions.screen_curvature();
options->pincushion = winoptions.screen_pincushion();
options->scanline_alpha = winoptions.screen_scanline_amount();
options->scanline_scale = winoptions.screen_scanline_scale();
options->scanline_height = winoptions.screen_scanline_height();
options->scanline_bright_scale = winoptions.screen_scanline_bright_scale();
options->scanline_bright_offset = winoptions.screen_scanline_bright_offset();
options->scanline_offset = winoptions.screen_scanline_offset();
get_vector(winoptions.screen_defocus(), 2, options->defocus, TRUE);
get_vector(winoptions.screen_converge_x(), 3, options->converge_x, TRUE);
get_vector(winoptions.screen_converge_y(), 3, options->converge_y, TRUE);
get_vector(winoptions.screen_radial_converge_x(), 3, options->radial_converge_x, TRUE);
get_vector(winoptions.screen_radial_converge_y(), 3, options->radial_converge_y, TRUE);
get_vector(winoptions.screen_red_ratio(), 3, options->red_ratio, TRUE);
get_vector(winoptions.screen_grn_ratio(), 3, options->grn_ratio, TRUE);
get_vector(winoptions.screen_blu_ratio(), 3, options->blu_ratio, TRUE);
get_vector(winoptions.screen_offset(), 3, options->offset, TRUE);
get_vector(winoptions.screen_scale(), 3, options->scale, TRUE);
get_vector(winoptions.screen_power(), 3, options->power, TRUE);
get_vector(winoptions.screen_floor(), 3, options->floor, TRUE);
get_vector(winoptions.screen_phosphor(), 3, options->phosphor, TRUE);
options->saturation = winoptions.screen_saturation();
}
else
{
options = &s_hlsl_presets[preset];
}
options->yiq_enable = winoptions.screen_yiq_enable();
options->yiq_cc = winoptions.screen_yiq_cc();
options->yiq_a = winoptions.screen_yiq_a();
options->yiq_b = winoptions.screen_yiq_b();
options->yiq_o = winoptions.screen_yiq_o();
options->yiq_p = winoptions.screen_yiq_p();
options->yiq_n = winoptions.screen_yiq_n();
options->yiq_y = winoptions.screen_yiq_y();
options->yiq_i = winoptions.screen_yiq_i();
options->yiq_q = winoptions.screen_yiq_q();
options->yiq_scan_time = winoptions.screen_yiq_scan_time();
options->yiq_phase_count = winoptions.screen_yiq_phase_count();
options->vector_length_scale = winoptions.screen_vector_length_scale();
options->vector_length_ratio = winoptions.screen_vector_length_ratio();
options->vector_bloom_scale = winoptions.screen_vector_bloom_scale();
options->raster_bloom_scale = winoptions.screen_raster_bloom_scale();
options->bloom_level0_weight = winoptions.screen_bloom_lvl0_weight();
options->bloom_level1_weight = winoptions.screen_bloom_lvl1_weight();
options->bloom_level2_weight = winoptions.screen_bloom_lvl2_weight();
options->bloom_level3_weight = winoptions.screen_bloom_lvl3_weight();
options->bloom_level4_weight = winoptions.screen_bloom_lvl4_weight();
options->bloom_level5_weight = winoptions.screen_bloom_lvl5_weight();
options->bloom_level6_weight = winoptions.screen_bloom_lvl6_weight();
options->bloom_level7_weight = winoptions.screen_bloom_lvl7_weight();
options->bloom_level8_weight = winoptions.screen_bloom_lvl8_weight();
options->bloom_level9_weight = winoptions.screen_bloom_lvl9_weight();
options->bloom_level10_weight = winoptions.screen_bloom_lvl10_weight();
options = &s_hlsl_presets[preset];
}
options->params_dirty = true;
// experimental: load a PNG to use for vector rendering; it is treated
// as a brightness map
emu_file file(window->machine().options().art_path(), OPEN_FLAG_READ);
options->yiq_enable = winoptions.screen_yiq_enable();
options->yiq_cc = winoptions.screen_yiq_cc();
options->yiq_a = winoptions.screen_yiq_a();
options->yiq_b = winoptions.screen_yiq_b();
options->yiq_o = winoptions.screen_yiq_o();
options->yiq_p = winoptions.screen_yiq_p();
options->yiq_n = winoptions.screen_yiq_n();
options->yiq_y = winoptions.screen_yiq_y();
options->yiq_i = winoptions.screen_yiq_i();
options->yiq_q = winoptions.screen_yiq_q();
options->yiq_scan_time = winoptions.screen_yiq_scan_time();
options->yiq_phase_count = winoptions.screen_yiq_phase_count();
options->vector_length_scale = winoptions.screen_vector_length_scale();
options->vector_length_ratio = winoptions.screen_vector_length_ratio();
options->vector_bloom_scale = winoptions.screen_vector_bloom_scale();
options->raster_bloom_scale = winoptions.screen_raster_bloom_scale();
options->bloom_level0_weight = winoptions.screen_bloom_lvl0_weight();
options->bloom_level1_weight = winoptions.screen_bloom_lvl1_weight();
options->bloom_level2_weight = winoptions.screen_bloom_lvl2_weight();
options->bloom_level3_weight = winoptions.screen_bloom_lvl3_weight();
options->bloom_level4_weight = winoptions.screen_bloom_lvl4_weight();
options->bloom_level5_weight = winoptions.screen_bloom_lvl5_weight();
options->bloom_level6_weight = winoptions.screen_bloom_lvl6_weight();
options->bloom_level7_weight = winoptions.screen_bloom_lvl7_weight();
options->bloom_level8_weight = winoptions.screen_bloom_lvl8_weight();
options->bloom_level9_weight = winoptions.screen_bloom_lvl9_weight();
options->bloom_level10_weight = winoptions.screen_bloom_lvl10_weight();
render_load_png(shadow_bitmap, file, NULL, options->shadow_mask_texture);
options->params_dirty = true;
g_slider_list = init_slider_list();
}
@ -1135,6 +947,9 @@ int shaders::create_resources(bool reset)
}
(*d3dintf->texture.get_surface_level)(avi_final_texture, 0, &avi_final_target);
emu_file file(window->machine().options().art_path(), OPEN_FLAG_READ);
render_load_png(shadow_bitmap, file, NULL, options->shadow_mask_texture);
// experimental: if we have a shadow bitmap, create a texture for it
if (shadow_bitmap.valid())
{
@ -2457,6 +2272,7 @@ bool shaders::register_prescaled_texture(texture_info *texture)
//============================================================
bool shaders::add_cache_target(renderer* d3d, texture_info* info, int width, int height, int xprescale, int yprescale, int screen_index)
{
printf("Adding cache target\n");
cache_target* target = (cache_target*)global_alloc_clear(cache_target);
if (!target->init(d3d, d3dintf, width, height, xprescale, yprescale))
@ -2673,67 +2489,20 @@ void shaders::delete_resources(bool reset)
initialized = false;
if(write_ini && !reset)
cache_target *currcache = cachehead;
while(cachehead != NULL)
{
emu_file file(downcast<windows_options &>(window->machine().options()).screen_post_fx_dir(), OPEN_FLAG_WRITE | OPEN_FLAG_CREATE | OPEN_FLAG_CREATE_PATHS);
file_error filerr = open_next((renderer*)window->drawdata, file, downcast<windows_options &>(window->machine().options()).hlsl_ini_name(), "ini", 0);
if (filerr != FILERR_NONE)
return;
file.printf("hlsl_enable %d\n", master_enable ? 1 : 0);
file.printf("hlsl_prescale_x %d\n", prescale_force_x);
file.printf("hlsl_prescale_y %d\n", prescale_force_y);
file.printf("hlsl_preset %d\n", preset);
file.printf("hlsl_snap_width %d\n", snap_width);
file.printf("hlsl_snap_height %d\n", snap_height);
file.printf("shadow_mask_alpha %f\n", options->shadow_mask_alpha);
file.printf("shadow_mask_texture %s\n", options->shadow_mask_texture);
file.printf("shadow_mask_x_count %d\n", options->shadow_mask_count_x);
file.printf("shadow_mask_y_count %d\n", options->shadow_mask_count_y);
file.printf("shadow_mask_usize %f\n", options->shadow_mask_u_size);
file.printf("shadow_mask_vsize %f\n", options->shadow_mask_v_size);
file.printf("curvature %f\n", options->curvature);
file.printf("pincushion %f\n", options->pincushion);
file.printf("scanline_alpha %f\n", options->scanline_alpha);
file.printf("scanline_size %f\n", options->scanline_scale);
file.printf("scanline_height %f\n", options->scanline_height);
file.printf("scanline_bright_scale %f\n", options->scanline_bright_scale);
file.printf("scanline_bright_offset %f\n", options->scanline_bright_offset);
file.printf("scanline_jitter %f\n", options->scanline_offset);
file.printf("defocus %f,%f\n", options->defocus[0], options->defocus[1]);
file.printf("converge_x %f,%f,%f\n", options->converge_x[0], options->converge_x[1], options->converge_x[2]);
file.printf("converge_y %f,%f,%f\n", options->converge_y[0], options->converge_y[1], options->converge_y[2]);
file.printf("radial_converge_x %f,%f,%f\n", options->radial_converge_x[0], options->radial_converge_x[1], options->radial_converge_x[2]);
file.printf("radial_converge_y %f,%f,%f\n", options->radial_converge_y[0], options->radial_converge_y[1], options->radial_converge_y[2]);
file.printf("red_ratio %f,%f,%f\n", options->red_ratio[0], options->red_ratio[1], options->red_ratio[2]);
file.printf("grn_ratio %f,%f,%f\n", options->grn_ratio[0], options->grn_ratio[1], options->grn_ratio[2]);
file.printf("blu_ratio %f,%f,%f\n", options->blu_ratio[0], options->blu_ratio[1], options->blu_ratio[2]);
file.printf("saturation %f\n", options->saturation);
file.printf("offset %f,%f,%f\n", options->offset[0], options->offset[1], options->offset[2]);
file.printf("scale %f,%f,%f\n", options->scale[0], options->scale[1], options->scale[2]);
file.printf("power %f,%f,%f\n", options->power[0], options->power[1], options->power[2]);
file.printf("floor %f,%f,%f\n", options->floor[0], options->floor[1], options->floor[2]);
file.printf("phosphor_life %f,%f,%f\n", options->phosphor[0], options->phosphor[1], options->phosphor[2]);
file.printf("yiq_enable %d\n", options->yiq_enable ? 1 : 0);
file.printf("yiq_cc %f\n", options->yiq_cc);
file.printf("yiq_a %f\n", options->yiq_a);
file.printf("yiq_b %f\n", options->yiq_b);
file.printf("yiq_o %f\n", options->yiq_o);
file.printf("yiq_p %f\n", options->yiq_p);
file.printf("yiq_n %f\n", options->yiq_n);
file.printf("yiq_y %f\n", options->yiq_y);
file.printf("yiq_i %f\n", options->yiq_i);
file.printf("yiq_q %f\n", options->yiq_q);
file.printf("yiq_scan_time %f\n", options->yiq_scan_time);
file.printf("yiq_phase_count %d\n", options->yiq_phase_count);
file.printf("vector_length_scale %f\n", options->vector_length_scale);
file.printf("vector_length_ratio %f\n", options->vector_length_ratio);
cachehead = currcache->next;
global_free(currcache);
currcache = cachehead;
}
while (targethead != NULL)
render_target *currtarget = targethead;
while(targethead != NULL)
{
remove_render_target(targethead);
targethead = currtarget->next;
global_free(currtarget);
currtarget = targethead;
}
#if (HLSL_VECTOR || CRT_BLOOM)
@ -2747,7 +2516,17 @@ void shaders::delete_resources(bool reset)
(*d3dintf->effect.release)(bloom_effect);
bloom_effect = NULL;
}
if (vector_effect != NULL)
{
(*d3dintf->effect.release)(vector_effect);
vector_effect = NULL;
}
#endif
if (backbuffer != NULL)
{
(*d3dintf->surface.release)(backbuffer);
backbuffer = NULL;
}
if (default_effect != NULL)
{
(*d3dintf->effect.release)(default_effect);
@ -2799,6 +2578,11 @@ void shaders::delete_resources(bool reset)
yiq_decode_effect = NULL;
}
if (black_surface != NULL)
{
(*d3dintf->surface.release)(black_surface);
black_surface = NULL;
}
if (black_texture != NULL)
{
(*d3dintf->texture.release)(black_texture);

View File

@ -879,11 +879,19 @@ mtlog_add("drawd3d_window_draw: begin_scene");
void renderer::process_primitives()
{
if (m_line_count && m_shaders->enabled() && d3dintf->post_fx_available)
for (render_primitive *prim = m_window->primlist->first(); prim != NULL; prim = prim->next())
{
batch_vectors();
if (prim->type == render_primitive::QUAD)
{
if (PRIMFLAG_GET_SCREENTEX(prim->flags) || PRIMFLAG_GET_VECTORBUF(prim->flags))
{
draw_quad(prim);
}
}
}
batch_vectors();
// Rotating index for vector time offsets
for (render_primitive *prim = m_window->primlist->first(); prim != NULL; prim = prim->next())
{
@ -901,18 +909,16 @@ void renderer::process_primitives()
break;
case render_primitive::QUAD:
draw_quad(prim);
if (!PRIMFLAG_GET_SCREENTEX(prim->flags) && !PRIMFLAG_GET_VECTORBUF(prim->flags))
{
draw_quad(prim);
}
break;
default:
throw emu_fatalerror("Unexpected render_primitive type");
}
}
if (m_line_count && !(m_shaders->enabled() && d3dintf->post_fx_available))
{
batch_vectors();
}
}
void renderer::end_frame()
@ -1265,6 +1271,7 @@ int renderer::device_test_cooperative()
mame_printf_verbose("Direct3D: resetting device\n");
// free all existing resources and call reset on the device
//device_delete();
device_delete_resources();
m_shaders->delete_resources(true);
result = (*d3dintf->device.reset)(m_device, &m_presentation);
@ -1630,6 +1637,17 @@ void renderer::batch_vector(const render_primitive *prim, float line_time)
INT32 g = (INT32)(prim->color.g * step->weight * 255.0f);
INT32 b = (INT32)(prim->color.b * step->weight * 255.0f);
INT32 a = (INT32)(prim->color.a * 255.0f);
if (r > 255 || g > 255 || b > 255)
{
if (r > 2*255 || g > 2*255 || b > 2*255)
{
r >>= 2; g >>= 2; b >>= 2;
}
else
{
r >>= 1; g >>= 1; b >>= 1;
}
}
if (r > 255) r = 255;
if (g > 255) g = 255;
if (b > 255) b = 255;

View File

@ -335,9 +335,6 @@ const options_entry windows_options::s_option_entries[] =
{ NULL, NULL, OPTION_HEADER, "DIRECT3D POST-PROCESSING OPTIONS" },
{ WINOPTION_HLSL_ENABLE";hlsl", "0", OPTION_BOOLEAN, "enable HLSL post-processing (PS3.0 required)" },
{ WINOPTION_HLSLPATH, "hlsl", OPTION_STRING, "path to hlsl files" },
{ WINOPTION_HLSL_INI_READ, "0", OPTION_BOOLEAN, "enable HLSL INI reading" },
{ WINOPTION_HLSL_INI_WRITE, "0", OPTION_BOOLEAN, "enable HLSL INI writing" },
{ WINOPTION_HLSL_INI_NAME, "%g", OPTION_STRING, "HLSL INI file name for this game" },
{ WINOPTION_HLSL_PRESCALE_X, "0", OPTION_INTEGER, "HLSL pre-scale override factor for X (0 for auto)" },
{ WINOPTION_HLSL_PRESCALE_Y, "0", OPTION_INTEGER, "HLSL pre-scale override factor for Y (0 for auto)" },
{ WINOPTION_HLSL_PRESET";(-1-3)", "-1", OPTION_INTEGER, "HLSL preset to use (0-3)" },

View File

@ -80,9 +80,6 @@
// core post-processing options
#define WINOPTION_HLSL_ENABLE "hlsl_enable"
#define WINOPTION_HLSLPATH "hlslpath"
#define WINOPTION_HLSL_INI_NAME "hlslini"
#define WINOPTION_HLSL_INI_WRITE "hlsl_ini_write"
#define WINOPTION_HLSL_INI_READ "hlsl_ini_read"
#define WINOPTION_HLSL_PRESCALE_X "hlsl_prescale_x"
#define WINOPTION_HLSL_PRESCALE_Y "hlsl_prescale_y"
#define WINOPTION_HLSL_PRESET "hlsl_preset"
@ -209,10 +206,7 @@ public:
// core post-processing options
const char *screen_post_fx_dir() const { return value(WINOPTION_HLSLPATH); }
const char *hlsl_ini_name() const { return value(WINOPTION_HLSL_INI_NAME); }
bool d3d_hlsl_enable() const { return bool_value(WINOPTION_HLSL_ENABLE); }
bool hlsl_write_ini() const { return bool_value(WINOPTION_HLSL_INI_WRITE); }
bool hlsl_read_ini() const { return bool_value(WINOPTION_HLSL_INI_READ); }
const char *d3d_hlsl_write() const { return value(WINOPTION_HLSL_WRITE); }
int d3d_hlsl_prescale_x() const { return int_value(WINOPTION_HLSL_PRESCALE_X); }
int d3d_hlsl_prescale_y() const { return int_value(WINOPTION_HLSL_PRESCALE_Y); }