Fixed changed screen adjustment for multi screens

- fixed changed screen adjustment for multi screens
This commit is contained in:
ImJezze 2015-11-17 23:50:19 +01:00
parent 94453b474d
commit 8d3ef79c0f

View File

@ -1377,7 +1377,13 @@ int shaders::post_pass(render_target *rt, int source_index, poly_info *poly, int
? 3
: 0;
render_container &screen_container = machine->first_screen()->container();
screen_device_iterator screen_iterator(machine->root_device());
screen_device *screen = screen_iterator.first();
for (int i = 0; i < curr_screen; i++)
{
screen = screen_iterator.next();
}
render_container &screen_container = screen->container();
float xscale = screen_container.xscale();
float yscale = screen_container.yscale();
@ -1671,6 +1677,8 @@ void shaders::render_quad(poly_info *poly, int vertnum)
if (PRIMFLAG_GET_SCREENTEX(d3d->get_last_texture_flags()) && curr_texture != NULL)
{
curr_screen = curr_screen < num_screens ? curr_screen : 0;
curr_render_target = find_render_target(curr_texture);
render_target *rt = curr_render_target;
@ -1712,6 +1720,8 @@ void shaders::render_quad(poly_info *poly, int vertnum)
curr_texture->mask_frame_count(options->yiq_phase_count);
options->params_dirty = false;
curr_screen++;
}
else if (PRIMFLAG_GET_VECTOR(poly->get_flags()) && vector_enable)
{