Refactoring

- separated downsample pass and bloom pass into two function calls
- removed/replaced simple.fx by using primary.fx to render on screen
- changed PostPass parameter of primary.fx to boolean
- simplified bloom.fx and downsample.fx, Prescale parameter is now set
correctly from outside depending on raster/vector rendering
This commit is contained in:
ImJezze 2015-07-11 20:01:24 +02:00
parent 35ad49dd03
commit 6e5f7f5d94
6 changed files with 133 additions and 239 deletions

View File

@ -177,7 +177,7 @@ struct PS_INPUT
uniform float2 ScreenDims;
uniform float2 Prescale = float2(8.0f, 8.0f);
uniform float2 Prescale = float2(1.0f, 1.0f);
uniform float4 Level01Size;
uniform float4 Level23Size;
@ -192,10 +192,6 @@ VS_OUTPUT vs_main(VS_INPUT Input)
{
VS_OUTPUT Output = (VS_OUTPUT)0;
float2 ScreenDimsTexel = 1.0f / ScreenDims;
float2 HalfPrescale = Prescale * 0.5f;
Output.Position = float4(Input.Position.xyz, 1.0f);
Output.Position.xy /= ScreenDims;
Output.Position.y = 1.0f - Output.Position.y;
@ -204,26 +200,14 @@ VS_OUTPUT vs_main(VS_INPUT Input)
Output.Color = Input.Color;
// Vector graphics is not prescaled it has the size of the screen
if (PrepareVector)
{
Output.TexCoord01 = Input.Position.xyxy / ScreenDims.xyxy + 1.0f / Level01Size;
Output.TexCoord23 = Input.Position.xyxy / ScreenDims.xyxy + 1.0f / Level23Size;
Output.TexCoord45 = Input.Position.xyxy / ScreenDims.xyxy + 1.0f / Level45Size;
Output.TexCoord67 = Input.Position.xyxy / ScreenDims.xyxy + 1.0f / Level67Size;
Output.TexCoord89 = Input.Position.xyxy / ScreenDims.xyxy + 1.0f / Level89Size;
Output.TexCoordA = Input.Position.xy / ScreenDims.xy + 1.0f / LevelASize;
}
else
{
Output.TexCoord01 = Input.Position.xyxy / ScreenDims.xyxy + HalfPrescale.xyxy / Level01Size;
Output.TexCoord23 = Input.Position.xyxy / ScreenDims.xyxy + HalfPrescale.xyxy / Level23Size;
Output.TexCoord45 = Input.Position.xyxy / ScreenDims.xyxy + HalfPrescale.xyxy / Level45Size;
Output.TexCoord67 = Input.Position.xyxy / ScreenDims.xyxy + HalfPrescale.xyxy / Level67Size;
Output.TexCoord89 = Input.Position.xyxy / ScreenDims.xyxy + HalfPrescale.xyxy / Level89Size;
Output.TexCoordA = Input.Position.xy / ScreenDims.xy + HalfPrescale.xy / LevelASize;
}
float2 TexCoord = Input.Position.xy / ScreenDims;
Output.TexCoord01 = TexCoord.xyxy + Prescale.xyxy / Level01Size;
Output.TexCoord23 = TexCoord.xyxy + Prescale.xyxy / Level23Size;
Output.TexCoord45 = TexCoord.xyxy + Prescale.xyxy / Level45Size;
Output.TexCoord67 = TexCoord.xyxy + Prescale.xyxy / Level67Size;
Output.TexCoord89 = TexCoord.xyxy + Prescale.xyxy / Level89Size;
Output.TexCoordA = TexCoord.xy + Prescale.xy / LevelASize;
return Output;
}

View File

@ -50,11 +50,7 @@ struct PS_INPUT
uniform float2 ScreenDims;
uniform float2 TargetSize;
uniform float2 Prescale = float2(8.0f, 8.0f);
uniform float BloomRescale;
uniform bool PrepareVector = false;
uniform float2 Prescale = float2(1.0f, 1.0f);
VS_OUTPUT vs_main(VS_INPUT Input)
{
@ -71,22 +67,10 @@ VS_OUTPUT vs_main(VS_INPUT Input)
Output.Color = Input.Color;
float2 TexCoord = Input.Position.xy / ScreenDims;
// Vector graphics is not prescaled it has the size of the screen
if (PrepareVector)
{
Output.TexCoord01.xy = TexCoord + float2(-0.5f, -0.5f) * TargetTexelSize;
Output.TexCoord01.zw = TexCoord + float2( 0.5f, -0.5f) * TargetTexelSize;
Output.TexCoord23.xy = TexCoord + float2(-0.5f, 0.5f) * TargetTexelSize;
Output.TexCoord23.zw = TexCoord + float2( 0.5f, 0.5f) * TargetTexelSize;
}
else
{
Output.TexCoord01.xy = TexCoord + float2(-0.5f, -0.5f) * TargetTexelSize * Prescale;
Output.TexCoord01.zw = TexCoord + float2( 0.5f, -0.5f) * TargetTexelSize * Prescale;
Output.TexCoord23.xy = TexCoord + float2(-0.5f, 0.5f) * TargetTexelSize * Prescale;
Output.TexCoord23.zw = TexCoord + float2( 0.5f, 0.5f) * TargetTexelSize * Prescale;
}
Output.TexCoord01.xy = TexCoord + float2(-0.5f, -0.5f) * TargetTexelSize * Prescale;
Output.TexCoord01.zw = TexCoord + float2( 0.5f, -0.5f) * TargetTexelSize * Prescale;
Output.TexCoord23.xy = TexCoord + float2(-0.5f, 0.5f) * TargetTexelSize * Prescale;
Output.TexCoord23.zw = TexCoord + float2( 0.5f, 0.5f) * TargetTexelSize * Prescale;
return Output;
}
@ -102,7 +86,7 @@ float4 ps_main(PS_INPUT Input) : COLOR
float4 texel2 = tex2D(DiffuseSampler, Input.TexCoord23.xy);
float4 texel3 = tex2D(DiffuseSampler, Input.TexCoord23.zw);
float4 outTexel = (texel0 + texel1 + texel2 + texel3) / 4.0 * BloomRescale;
float4 outTexel = (texel0 + texel1 + texel2 + texel3) / 4.0;
return float4(outTexel.rgb, 1.0f);
}

View File

@ -47,8 +47,7 @@ struct PS_INPUT
//-----------------------------------------------------------------------------
uniform float2 ScreenDims;
uniform float PostPass;
uniform float FixedAlpha;
uniform bool PostPass;
uniform float Brighten;
VS_OUTPUT vs_main(VS_INPUT Input)
@ -59,9 +58,11 @@ VS_OUTPUT vs_main(VS_INPUT Input)
Output.Position.xy /= ScreenDims;
Output.Position.y = 1.0f - Output.Position.y;
Output.Position.xy -= 0.5f;
Output.Position *= float4(2.0f, 2.0f, 1.0f, 1.0f);
Output.Position.xy *= 2.0f;
Output.TexCoord = PostPass ? (Input.Position.xy / ScreenDims) : Input.TexCoord;
Output.Color = Input.Color;
Output.TexCoord = lerp(Input.TexCoord, Input.Position.xy / ScreenDims, PostPass);
return Output;
}
@ -86,8 +87,6 @@ technique TestTechnique
{
Lighting = FALSE;
//Sampler[0] = <DiffuseSampler>;
VertexShader = compile vs_2_0 vs_main();
PixelShader = compile ps_2_0 ps_main();
}

View File

@ -1,93 +0,0 @@
// license:BSD-3-Clause
// copyright-holders:Ryan Holtz,ImJezze
//-----------------------------------------------------------------------------
// Effect File Variables
//-----------------------------------------------------------------------------
texture DiffuseTexture;
sampler DiffuseSampler = sampler_state
{
Texture = <DiffuseTexture>;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
AddressU = CLAMP;
AddressV = CLAMP;
AddressW = CLAMP;
};
//-----------------------------------------------------------------------------
// Vertex Definitions
//-----------------------------------------------------------------------------
struct VS_OUTPUT
{
float4 Position : POSITION;
float4 Color : COLOR0;
float2 TexCoord : TEXCOORD0;
};
struct VS_INPUT
{
float3 Position : POSITION;
float4 Color : COLOR0;
float2 TexCoord : TEXCOORD0;
};
struct PS_INPUT
{
float4 Color : COLOR0;
float2 TexCoord : TEXCOORD0;
};
//-----------------------------------------------------------------------------
// Simple Vertex Shader
//-----------------------------------------------------------------------------
uniform float2 ScreenDims;
VS_OUTPUT vs_main(VS_INPUT Input)
{
VS_OUTPUT Output = (VS_OUTPUT)0;
Output.Position = float4(Input.Position.xyz, 1.0f);
Output.Position.xy /= ScreenDims;
Output.Position.y = 1.0f - Output.Position.y; // flip y
Output.Position.xy -= 0.5f; // center
Output.Position.xy *= 2.0f; // zoom
Output.TexCoord = Input.Position.xy / ScreenDims;
Output.Color = Input.Color;
return Output;
}
//-----------------------------------------------------------------------------
// Simple Pixel Shader
//-----------------------------------------------------------------------------
float4 ps_main(PS_INPUT Input) : COLOR
{
float4 texel = tex2D(DiffuseSampler, Input.TexCoord);
return float4(texel.rgb, 1.0f);
}
//-----------------------------------------------------------------------------
// Simple Effect
//-----------------------------------------------------------------------------
technique TestTechnique
{
pass Pass0
{
Lighting = FALSE;
Sampler[0] = <DiffuseSampler>;
VertexShader = compile vs_2_0 vs_main();
PixelShader = compile ps_2_0 ps_main();
}
}

View File

@ -988,7 +988,6 @@ int shaders::create_resources(bool reset)
const char *fx_dir = downcast<windows_options &>(machine->options()).screen_post_fx_dir();
default_effect = new effect(this, d3d->get_device(), "primary.fx", fx_dir);
simple_effect = new effect(this, d3d->get_device(), "simple.fx", fx_dir);
post_effect = new effect(this, d3d->get_device(), "post.fx", fx_dir);
prescale_effect = new effect(this, d3d->get_device(), "prescale.fx", fx_dir);
phosphor_effect = new effect(this, d3d->get_device(), "phosphor.fx", fx_dir);
@ -1002,7 +1001,6 @@ int shaders::create_resources(bool reset)
vector_effect = new effect(this, d3d->get_device(), "vector.fx", fx_dir);
if (!default_effect->is_valid() ||
!simple_effect->is_valid() ||
!post_effect->is_valid() ||
!prescale_effect->is_valid() ||
!phosphor_effect->is_valid() ||
@ -1078,8 +1076,6 @@ int shaders::create_resources(bool reset)
bloom_effect->add_uniform("ScreenDims", uniform::UT_VEC2, uniform::CU_SCREEN_DIMS);
simple_effect->add_uniform("ScreenDims", uniform::UT_VEC2, uniform::CU_SCREEN_DIMS);
post_effect->add_uniform("SourceDims", uniform::UT_VEC2, uniform::CU_SOURCE_DIMS);
post_effect->add_uniform("SourceRect", uniform::UT_VEC2, uniform::CU_SOURCE_RECT);
post_effect->add_uniform("ScreenDims", uniform::UT_VEC2, uniform::CU_SCREEN_DIMS);
@ -1127,7 +1123,6 @@ void shaders::begin_draw()
curr_effect = default_effect;
default_effect->set_technique("TestTechnique");
simple_effect->set_technique("TestTechnique");
post_effect->set_technique("ScanMaskTechnique");
phosphor_effect->set_technique("TestTechnique");
focus_effect->set_technique("TestTechnique");
@ -1167,18 +1162,21 @@ void shaders::blit(
{
HRESULT result;
result = (*d3dintf->device.set_render_target)(d3d->get_device(), 0, dst);
if (result != D3D_OK)
if (dst != NULL)
{
osd_printf_verbose("Direct3D: Error %08X during device set_render_target call\n", (int)result);
}
if (clear_dst)
{
result = (*d3dintf->device.clear)(d3d->get_device(), 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_ARGB(1,0,0,0), 0, 0);
result = (*d3dintf->device.set_render_target)(d3d->get_device(), 0, dst);
if (result != D3D_OK)
{
osd_printf_verbose("Direct3D: Error %08X during device clear call\n", (int)result);
osd_printf_verbose("Direct3D: Error %08X during device set_render_target call\n", (int)result);
}
if (clear_dst)
{
result = (*d3dintf->device.clear)(d3d->get_device(), 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_ARGB(1,0,0,0), 0, 0);
if (result != D3D_OK)
{
osd_printf_verbose("Direct3D: Error %08X during device clear call\n", (int)result);
}
}
}
@ -1444,13 +1442,16 @@ int shaders::post_pass(render_target *rt, int source_index, poly_info *poly, int
texture_info *texture = poly->get_texture();
float prescale[2] = { (float)hlsl_prescale_x, (float)hlsl_prescale_y };
bool prepare_vector = PRIMFLAG_GET_VECTORBUF(poly->get_flags()) && vector_enable;
float prescale[2] = {
prepare_vector ? 1.0f : (float)hlsl_prescale_x,
prepare_vector ? 1.0f : (float)hlsl_prescale_y };
bool orientation_swap_xy =
(d3d->window().machine().system().flags & ORIENTATION_SWAP_XY) == ORIENTATION_SWAP_XY;
bool rotation_swap_xy =
(d3d->window().target()->orientation() & ROT90) == ROT90 ||
(d3d->window().target()->orientation() & ROT270) == ROT270;
curr_effect = post_effect;
curr_effect->update_uniforms();
curr_effect->set_texture("ShadowTexture", shadow_texture == NULL ? NULL : shadow_texture->get_finaltex());
@ -1464,57 +1465,77 @@ int shaders::post_pass(render_target *rt, int source_index, poly_info *poly, int
d3d->set_wrap(D3DTADDRESS_MIRROR);
next_index = rt->next_index(next_index);
blit(prepare_bloom ? rt->bloom_target[0] : rt->prescale_target[next_index], true, poly->get_type(), vertnum, poly->get_count());
blit(prepare_bloom ? rt->native_target[next_index] : rt->prescale_target[next_index], true, poly->get_type(), vertnum, poly->get_count());
d3d->set_wrap(PRIMFLAG_GET_TEXWRAP(poly->get_texture()->get_flags()) ? D3DTADDRESS_WRAP : D3DTADDRESS_CLAMP);
return next_index;
}
int shaders::downsample_pass(render_target *rt, int source_index, poly_info *poly, int vertnum)
{
int next_index = source_index;
curr_effect = downsample_effect;
curr_effect->update_uniforms();
float bloom_size = (d3d->get_width() < d3d->get_height()) ? d3d->get_width() : d3d->get_height();
int bloom_index = 0;
float bloom_width = rt->target_width;
float bloom_height = rt->target_height;
for (; bloom_size >= 2.0f && bloom_index < 11; bloom_size *= 0.5f)
{
bloom_dims[bloom_index][0] = bloom_width;
bloom_dims[bloom_index][1] = bloom_height;
curr_effect->set_vector("TargetSize", 2, bloom_dims[bloom_index]);
curr_effect->set_texture("DiffuseTexture", (bloom_index == 0) ? rt->native_texture[next_index] : rt->bloom_texture[bloom_index - 1]);
blit(rt->bloom_target[bloom_index], true, poly->get_type(), vertnum, poly->get_count());
bloom_index++;
bloom_width *= 0.5f;
bloom_height *= 0.5f;
}
bloom_count = bloom_index;
return next_index;
}
int shaders::bloom_pass(render_target *rt, int source_index, poly_info *poly, int vertnum)
{
int next_index = source_index;
float prescale[2] = { (float)hlsl_prescale_x, (float)hlsl_prescale_y };
bool prepare_vector = PRIMFLAG_GET_VECTORBUF(poly->get_flags()) && vector_enable;
curr_effect = downsample_effect;
curr_effect->update_uniforms();
curr_effect->set_float("BloomRescale", prepare_vector ? options->vector_bloom_scale : options->raster_bloom_scale);
curr_effect->set_vector("Prescale", 2, prescale);
curr_effect->set_bool("PrepareVector", prepare_vector);
float bloom_size = (d3d->get_width() < d3d->get_height()) ? d3d->get_width() : d3d->get_height();
int bloom_index = 0;
float bloom_width = rt->target_width;
float bloom_height = rt->target_height;
float bloom_dims[11][2];
for (; bloom_size >= 2.0f && bloom_index < 11; bloom_size *= 0.5f)
{
bloom_dims[bloom_index][0] = bloom_width;
bloom_dims[bloom_index][1] = bloom_height;
if (bloom_index > 0)
{
curr_effect->set_vector("TargetSize", 2, bloom_dims[bloom_index]);
curr_effect->set_texture("DiffuseTexture", rt->bloom_texture[bloom_index - 1]);
blit(rt->bloom_target[bloom_index], true, poly->get_type(), vertnum, poly->get_count());
}
bloom_index++;
bloom_width *= 0.5f;
bloom_height *= 0.5f;
}
float prescale[2] = {
prepare_vector ? 1.0f : (float)hlsl_prescale_x / 2.0f,
prepare_vector ? 1.0f : (float)hlsl_prescale_y / 2.0f }; // no prescale for vector, half prescale for raster
float bloom_rescale = prepare_vector
? options->vector_bloom_scale
: options->raster_bloom_scale;
curr_effect = bloom_effect;
curr_effect->update_uniforms();
curr_effect->set_vector("Prescale", 2, prescale);
curr_effect->set_bool("PrepareVector", prepare_vector);
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 weight0123[4] = {
options->bloom_level0_weight,
options->bloom_level1_weight * bloom_rescale,
options->bloom_level2_weight * bloom_rescale,
options->bloom_level3_weight * bloom_rescale
};
float weight4567[4] = {
options->bloom_level4_weight * bloom_rescale,
options->bloom_level5_weight * bloom_rescale,
options->bloom_level6_weight * bloom_rescale,
options->bloom_level7_weight * bloom_rescale
};
float weight89A[3] = {
options->bloom_level8_weight * bloom_rescale,
options->bloom_level9_weight * bloom_rescale,
options->bloom_level10_weight * bloom_rescale
};
curr_effect->set_vector("Level0123Weight", 4, weight0123);
curr_effect->set_vector("Level4567Weight", 4, weight4567);
curr_effect->set_vector("Level89AWeight", 3, weight89A);
@ -1525,20 +1546,20 @@ int shaders::bloom_pass(render_target *rt, int source_index, poly_info *poly, in
curr_effect->set_vector("Level89Size", 4, bloom_dims[8]);
curr_effect->set_vector("LevelASize", 2, bloom_dims[10]);
curr_effect->set_texture("DiffuseA", rt->prescale_texture[next_index]);
char name[9] = "Diffuse*";
for (int index = 1; index < bloom_index; index++)
for (int index = 1; index < bloom_count; index++)
{
name[7] = 'A' + index;
curr_effect->set_texture(name, rt->bloom_texture[index - 1]);
}
for (int index = bloom_index; index < 11; index++)
for (int index = bloom_count; index < 11; index++)
{
name[7] = 'A' + index;
curr_effect->set_texture(name, black_texture);
}
curr_effect->set_texture("DiffuseA", rt->prescale_texture[next_index]);
next_index = rt->next_index(next_index);
blit(rt->prescale_target[next_index], true, poly->get_type(), vertnum, poly->get_count());
@ -1549,11 +1570,16 @@ int shaders::screen_pass(render_target *rt, int source_index, poly_info *poly, i
{
int next_index = source_index;
curr_effect = simple_effect;
curr_effect->update_uniforms();
curr_effect->set_texture("DiffuseTexture", rt->prescale_texture[next_index]);
bool prepare_vector = PRIMFLAG_GET_VECTORBUF(poly->get_flags()) && vector_enable;
blit(backbuffer, false, poly->get_type(), vertnum, poly->get_count());
curr_effect = default_effect;
curr_effect->update_uniforms();
curr_effect->set_texture("Diffuse", rt->prescale_texture[next_index]);
curr_effect->set_bool("PostPass", true);
curr_effect->set_float("Brighten", prepare_vector ? 1.0f : 0.0f);
blit(backbuffer, true, poly->get_type(), vertnum, poly->get_count());
if (avi_output_file != NULL)
{
@ -1582,7 +1608,6 @@ void shaders::render_quad(poly_info *poly, int vertnum)
return;
}
UINT num_passes = 0;
curr_texture = poly->get_texture();
if (PRIMFLAG_GET_SCREENTEX(d3d->get_last_texture_flags()) && curr_texture != NULL)
@ -1603,9 +1628,18 @@ void shaders::render_quad(poly_info *poly, int vertnum)
next_index = deconverge_pass(rt, next_index, poly, vertnum);
next_index = defocus_pass(rt, next_index, poly, vertnum);
next_index = phosphor_pass(rt, ct, next_index, poly, vertnum);
// create bloom textures
int phosphor_index = next_index;
next_index = post_pass(rt, next_index, poly, vertnum, true);
next_index = downsample_pass(rt, next_index, poly, vertnum);
// apply bloom textures
next_index = phosphor_index;
next_index = post_pass(rt, next_index, poly, vertnum, false);
next_index = bloom_pass(rt, next_index, poly, vertnum);
// render on screen
next_index = screen_pass(rt, next_index, poly, vertnum);
curr_texture->increment_frame_count();
@ -1623,6 +1657,8 @@ void shaders::render_quad(poly_info *poly, int vertnum)
lines_pending = true;
int next_index = 0;
float time_params[2] = { 0.0f, 0.0f };
float length_params[3] = { poly->get_line_length(), options->vector_length_scale, options->vector_length_ratio };
@ -1631,7 +1667,7 @@ void shaders::render_quad(poly_info *poly, int vertnum)
curr_effect->set_vector("TimeParams", 2, time_params);
curr_effect->set_vector("LengthParams", 3, length_params);
blit(rt->prescale_target[0], true, poly->get_type(), vertnum, poly->get_count());
blit(rt->prescale_target[next_index], true, poly->get_type(), vertnum, poly->get_count());
HRESULT result = (*d3dintf->device.set_render_target)(d3d->get_device(), 0, backbuffer);
if (result != D3D_OK)
@ -1651,29 +1687,32 @@ void shaders::render_quad(poly_info *poly, int vertnum)
int next_index = 0;
// render into first bloom target
curr_effect = default_effect;
curr_effect->update_uniforms();
curr_effect->set_texture("Diffuse", rt->prescale_texture[next_index]);
curr_effect->set_float("PostPass", 1.0f);
curr_effect->set_bool("PostPass", true);
curr_effect->set_float("Brighten", 1.0f);
blit(rt->bloom_target[0], true, poly->get_type(), vertnum, poly->get_count());
next_index = bloom_pass(rt, next_index, poly, vertnum);
next_index = rt->next_index(next_index);
blit(rt->prescale_target[next_index], true, poly->get_type(), vertnum, poly->get_count());
next_index = phosphor_pass(rt, ct, next_index, poly, vertnum);
// render to screen backbuffer
curr_effect = default_effect;
curr_effect->update_uniforms();
curr_effect->set_texture("Diffuse", rt->prescale_texture[next_index]);
curr_effect->set_float("PostPass", 1.0f);
curr_effect->set_bool("PostPass", true);
curr_effect->set_float("Brighten", 1.0f);
blit(backbuffer, true, poly->get_type(), vertnum, poly->get_count());
next_index = rt->next_index(next_index);
blit(rt->native_target[next_index], true, poly->get_type(), vertnum, poly->get_count());
next_index = downsample_pass(rt, next_index, poly, vertnum);
next_index = bloom_pass(rt, next_index, poly, vertnum);
next_index = screen_pass(rt, next_index, poly, vertnum);
HRESULT result = (*d3dintf->device.set_render_target)(d3d->get_device(), 0, backbuffer);
if (result != D3D_OK)
{
@ -1686,26 +1725,10 @@ void shaders::render_quad(poly_info *poly, int vertnum)
{
curr_effect = default_effect;
curr_effect->update_uniforms();
curr_effect->set_float("PostPass", 0.0f);
curr_effect->set_bool("PostPass", false);
curr_effect->set_float("Brighten", 0.0f);
curr_effect->begin(&num_passes, 0);
for (UINT pass = 0; pass < num_passes; pass++)
{
curr_effect->begin_pass(pass);
// add the primitives
HRESULT result = (*d3dintf->device.draw_primitive)(d3d->get_device(), poly->get_type(), vertnum, poly->get_count());
if (result != D3D_OK)
{
osd_printf_verbose("Direct3D: Error %08X during device draw_primitive call\n", (int)result);
}
curr_effect->end_pass();
}
curr_effect->end();
blit(NULL, false, poly->get_type(), vertnum, poly->get_count());
}
curr_texture = NULL;
@ -1990,11 +2013,6 @@ void shaders::delete_resources(bool reset)
delete default_effect;
default_effect = NULL;
}
if (simple_effect != NULL)
{
delete simple_effect;
simple_effect = NULL;
}
if (post_effect != NULL)
{
delete post_effect;

View File

@ -334,6 +334,7 @@ private:
int defocus_pass(render_target *rt, int source_index, poly_info *poly, int vertnum);
int phosphor_pass(render_target *rt, cache_target *ct, int source_index, poly_info *poly, int vertnum);
int post_pass(render_target *rt, int source_index, poly_info *poly, int vertnum, bool prepare_bloom);
int downsample_pass(render_target *rt, int source_index, poly_info *poly, int vertnum);
int bloom_pass(render_target *rt, int source_index, poly_info *poly, int vertnum);
int screen_pass(render_target *rt, int source_index, poly_info *poly, int vertnum);
@ -357,6 +358,8 @@ private:
int prescale_size_y; // prescale size y
int hlsl_prescale_x; // hlsl prescale x
int hlsl_prescale_y; // hlsl prescale y
float bloom_dims[11][2]; // bloom texture dimensions
int bloom_count; // count of used bloom textures
int preset; // preset, if relevant
bitmap_argb32 shadow_bitmap; // shadow mask bitmap for post-processing shader
texture_info * shadow_texture; // shadow mask texture for post-processing shader
@ -394,7 +397,6 @@ private:
surface * backbuffer; // pointer to our device's backbuffer
effect * curr_effect; // pointer to the currently active effect object
effect * default_effect; // pointer to the primary-effect object
effect * simple_effect; // pointer to the simple-effect object
effect * prescale_effect; // pointer to the prescale-effect object
effect * post_effect; // pointer to the post-effect object
effect * focus_effect; // pointer to the focus-effect object