diff --git a/hlsl/bloom.fx b/hlsl/bloom.fx index 4508459e211..cec6aa3aab7 100644 --- a/hlsl/bloom.fx +++ b/hlsl/bloom.fx @@ -16,123 +16,123 @@ texture DiffuseK; sampler DiffuseSampler0 = sampler_state { - Texture = ; - MipFilter = NONE; - MinFilter = NONE; - MagFilter = NONE; - AddressU = CLAMP; - AddressV = CLAMP; - AddressW = CLAMP; + Texture = ; + MipFilter = LINEAR; + MinFilter = LINEAR; + MagFilter = LINEAR; + AddressU = CLAMP; + AddressV = CLAMP; + AddressW = CLAMP; }; sampler DiffuseSampler1 = sampler_state { - Texture = ; - MipFilter = LINEAR; - MinFilter = LINEAR; - MagFilter = LINEAR; - AddressU = CLAMP; - AddressV = CLAMP; - AddressW = CLAMP; + Texture = ; + MipFilter = LINEAR; + MinFilter = LINEAR; + MagFilter = LINEAR; + AddressU = CLAMP; + AddressV = CLAMP; + AddressW = CLAMP; }; sampler DiffuseSampler2 = sampler_state { - Texture = ; - MipFilter = LINEAR; - MinFilter = LINEAR; - MagFilter = LINEAR; - AddressU = CLAMP; - AddressV = CLAMP; - AddressW = CLAMP; + Texture = ; + MipFilter = LINEAR; + MinFilter = LINEAR; + MagFilter = LINEAR; + AddressU = CLAMP; + AddressV = CLAMP; + AddressW = CLAMP; }; sampler DiffuseSampler3 = sampler_state { - Texture = ; - MipFilter = LINEAR; - MinFilter = LINEAR; - MagFilter = LINEAR; - AddressU = CLAMP; - AddressV = CLAMP; - AddressW = CLAMP; + Texture = ; + MipFilter = LINEAR; + MinFilter = LINEAR; + MagFilter = LINEAR; + AddressU = CLAMP; + AddressV = CLAMP; + AddressW = CLAMP; }; sampler DiffuseSampler4 = sampler_state { - Texture = ; - MipFilter = LINEAR; - MinFilter = LINEAR; - MagFilter = LINEAR; - AddressU = CLAMP; - AddressV = CLAMP; - AddressW = CLAMP; + Texture = ; + MipFilter = LINEAR; + MinFilter = LINEAR; + MagFilter = LINEAR; + AddressU = CLAMP; + AddressV = CLAMP; + AddressW = CLAMP; }; sampler DiffuseSampler5 = sampler_state { - Texture = ; - MipFilter = LINEAR; - MinFilter = LINEAR; - MagFilter = LINEAR; - AddressU = CLAMP; - AddressV = CLAMP; - AddressW = CLAMP; + Texture = ; + MipFilter = LINEAR; + MinFilter = LINEAR; + MagFilter = LINEAR; + AddressU = CLAMP; + AddressV = CLAMP; + AddressW = CLAMP; }; sampler DiffuseSampler6 = sampler_state { - Texture = ; - MipFilter = LINEAR; - MinFilter = LINEAR; - MagFilter = LINEAR; - AddressU = CLAMP; - AddressV = CLAMP; - AddressW = CLAMP; + Texture = ; + MipFilter = LINEAR; + MinFilter = LINEAR; + MagFilter = LINEAR; + AddressU = CLAMP; + AddressV = CLAMP; + AddressW = CLAMP; }; sampler DiffuseSampler7 = sampler_state { - Texture = ; - MipFilter = LINEAR; - MinFilter = LINEAR; - MagFilter = LINEAR; - AddressU = CLAMP; - AddressV = CLAMP; - AddressW = CLAMP; + Texture = ; + MipFilter = LINEAR; + MinFilter = LINEAR; + MagFilter = LINEAR; + AddressU = CLAMP; + AddressV = CLAMP; + AddressW = CLAMP; }; sampler DiffuseSampler8 = sampler_state { - Texture = ; - MipFilter = LINEAR; - MinFilter = LINEAR; - MagFilter = LINEAR; - AddressU = CLAMP; - AddressV = CLAMP; - AddressW = CLAMP; + Texture = ; + MipFilter = LINEAR; + MinFilter = LINEAR; + MagFilter = LINEAR; + AddressU = CLAMP; + AddressV = CLAMP; + AddressW = CLAMP; }; sampler DiffuseSampler9 = sampler_state { - Texture = ; - MipFilter = LINEAR; - MinFilter = LINEAR; - MagFilter = LINEAR; - AddressU = CLAMP; - AddressV = CLAMP; - AddressW = CLAMP; + Texture = ; + MipFilter = LINEAR; + MinFilter = LINEAR; + MagFilter = LINEAR; + AddressU = CLAMP; + AddressV = CLAMP; + AddressW = CLAMP; }; sampler DiffuseSamplerA = sampler_state { - Texture = ; - MipFilter = LINEAR; - MinFilter = LINEAR; - MagFilter = LINEAR; - AddressU = CLAMP; - AddressV = CLAMP; - AddressW = CLAMP; + Texture = ; + MipFilter = LINEAR; + MinFilter = LINEAR; + MagFilter = LINEAR; + AddressU = CLAMP; + AddressV = CLAMP; + AddressW = CLAMP; }; //----------------------------------------------------------------------------- @@ -141,45 +141,44 @@ sampler DiffuseSamplerA = sampler_state struct VS_OUTPUT { - float4 Position : POSITION; - float4 Color : COLOR0; - float2 TexCoord : TEXCOORD0; + float4 Position : POSITION; + float4 Color : COLOR0; + float2 TexCoord : TEXCOORD0; }; struct VS_INPUT { - float3 Position : POSITION; - float4 Color : COLOR0; - float2 TexCoord : TEXCOORD0; - float2 Unused : TEXCOORD1; + float3 Position : POSITION; + float4 Color : COLOR0; + float2 TexCoord : TEXCOORD0; + float2 Unused : TEXCOORD1; }; struct PS_INPUT { - float4 Color : COLOR0; - float2 TexCoord : TEXCOORD0; + float4 Color : COLOR0; + float2 TexCoord : TEXCOORD0; }; //----------------------------------------------------------------------------- // Bloom Vertex Shader //----------------------------------------------------------------------------- -uniform float2 ScreenSize; -uniform float2 TextureSize; +uniform float2 TargetSize; VS_OUTPUT vs_main(VS_INPUT Input) { - VS_OUTPUT Output = (VS_OUTPUT)0; - - Output.Position = float4(Input.Position.xyz, 1.0f); - Output.Position.xy /= ScreenSize; - Output.Position.y = 1.0f - Output.Position.y; - Output.Position.xy -= float2(0.5f, 0.5f); - Output.Position.xy *= float2(2.0f, 2.0f); - Output.Color = Input.Color; - Output.TexCoord = (Input.Position.xy + 0.5f) / ScreenSize; + VS_OUTPUT Output = (VS_OUTPUT)0; + + Output.Position = float4(Input.Position.xyz, 1.0f); + Output.Position.xy /= TargetSize; + Output.Position.y = 1.0f - Output.Position.y; + Output.Position.xy -= float2(0.5f, 0.5f); + Output.Position.xy *= float2(2.0f, 2.0f); + Output.Color = Input.Color; + Output.TexCoord = (Input.Position.xy + 0.5f) / TargetSize; - return Output; + return Output; } //----------------------------------------------------------------------------- @@ -192,33 +191,33 @@ uniform float3 Level89AWeight; float4 ps_main(PS_INPUT Input) : COLOR { - float3 texel0 = tex2D(DiffuseSampler0, Input.TexCoord).rgb; - float3 texel1 = tex2D(DiffuseSampler1, Input.TexCoord).rgb; - float3 texel2 = tex2D(DiffuseSampler2, Input.TexCoord).rgb; - float3 texel3 = tex2D(DiffuseSampler3, Input.TexCoord).rgb; - float3 texel4 = tex2D(DiffuseSampler4, Input.TexCoord).rgb; - float3 texel5 = tex2D(DiffuseSampler5, Input.TexCoord).rgb; - float3 texel6 = tex2D(DiffuseSampler6, Input.TexCoord).rgb; - float3 texel7 = tex2D(DiffuseSampler7, Input.TexCoord).rgb; - float3 texel8 = tex2D(DiffuseSampler8, Input.TexCoord).rgb; - float3 texel9 = tex2D(DiffuseSampler9, Input.TexCoord).rgb; - float3 texelA = tex2D(DiffuseSamplerA, Input.TexCoord).rgb; + float3 texel0 = tex2D(DiffuseSampler0, Input.TexCoord).rgb; + float3 texel1 = tex2D(DiffuseSampler1, Input.TexCoord).rgb; + float3 texel2 = tex2D(DiffuseSampler2, Input.TexCoord).rgb; + float3 texel3 = tex2D(DiffuseSampler3, Input.TexCoord).rgb; + float3 texel4 = tex2D(DiffuseSampler4, Input.TexCoord).rgb; + float3 texel5 = tex2D(DiffuseSampler5, Input.TexCoord).rgb; + float3 texel6 = tex2D(DiffuseSampler6, Input.TexCoord).rgb; + float3 texel7 = tex2D(DiffuseSampler7, Input.TexCoord).rgb; + float3 texel8 = tex2D(DiffuseSampler8, Input.TexCoord).rgb; + float3 texel9 = tex2D(DiffuseSampler9, Input.TexCoord).rgb; + float3 texelA = tex2D(DiffuseSamplerA, Input.TexCoord).rgb; - texel0 = texel0 * Level0123Weight.x; - texel1 = texel1 * Level0123Weight.y; - texel2 = texel2 * Level0123Weight.z; - texel3 = texel3 * Level0123Weight.w; - texel4 = texel4 * Level4567Weight.x; - texel5 = texel5 * Level4567Weight.y; - texel6 = texel6 * Level4567Weight.z; - texel7 = texel7 * Level4567Weight.w; - texel8 = texel8 * Level89AWeight.x; - texel9 = texel9 * Level89AWeight.y; - texelA = texelA * Level89AWeight.z; + texel0 = texel0 * Level0123Weight.x; + texel1 = texel1 * Level0123Weight.y; + texel2 = texel2 * Level0123Weight.z; + texel3 = texel3 * Level0123Weight.w; + texel4 = texel4 * Level4567Weight.x; + texel5 = texel5 * Level4567Weight.y; + texel6 = texel6 * Level4567Weight.z; + texel7 = texel7 * Level4567Weight.w; + texel8 = texel8 * Level89AWeight.x; + texel9 = texel9 * Level89AWeight.y; + texelA = texelA * Level89AWeight.z; - float4 sum = float4(texel0 + texel1 + texel2 + texel3 + texel4 + - texel5 + texel6 + texel7 + texel8 + texel9 + texelA, 1.0f); - return sum; + float4 sum = float4(texel0 + texel1 + texel2 + texel3 + texel4 + + texel5 + texel6 + texel7 + texel8 + texel9 + texelA, 1.0f); + return sum; } //----------------------------------------------------------------------------- @@ -227,23 +226,23 @@ float4 ps_main(PS_INPUT Input) : COLOR technique TestTechnique { - pass Pass0 - { - Lighting = FALSE; + pass Pass0 + { + Lighting = FALSE; - Sampler[0] = ; // 2048x2048 - Sampler[1] = ; // 1024x1024 - Sampler[2] = ; // 512x512 - Sampler[3] = ; // 256x256 - Sampler[4] = ; // 128x128 - Sampler[5] = ; // 64x64 - Sampler[6] = ; // 32x32 - Sampler[7] = ; // 16x16 - Sampler[8] = ; // 8x8 - Sampler[9] = ; // 4x4 - Sampler[10] = ; // 2x2 + Sampler[0] = ; // 2048x2048 + Sampler[1] = ; // 1024x1024 + Sampler[2] = ; // 512x512 + Sampler[3] = ; // 256x256 + Sampler[4] = ; // 128x128 + Sampler[5] = ; // 64x64 + Sampler[6] = ; // 32x32 + Sampler[7] = ; // 16x16 + Sampler[8] = ; // 8x8 + Sampler[9] = ; // 4x4 + Sampler[10] = ; // 2x2 - VertexShader = compile vs_3_0 vs_main(); - PixelShader = compile ps_3_0 ps_main(); - } + VertexShader = compile vs_3_0 vs_main(); + PixelShader = compile ps_3_0 ps_main(); + } } diff --git a/hlsl/post.fx b/hlsl/post.fx index 7a2d47ce885..89a92fd6969 100644 --- a/hlsl/post.fx +++ b/hlsl/post.fx @@ -6,26 +6,26 @@ texture DiffuseTexture; sampler DiffuseSampler = sampler_state { - Texture = ; - MipFilter = LINEAR; - MinFilter = LINEAR; - MagFilter = LINEAR; - AddressU = CLAMP; - AddressV = CLAMP; - AddressW = CLAMP; + Texture = ; + MipFilter = LINEAR; + MinFilter = LINEAR; + MagFilter = LINEAR; + AddressU = CLAMP; + AddressV = CLAMP; + AddressW = CLAMP; }; texture ShadowTexture; sampler ShadowSampler = sampler_state { - Texture = ; - MipFilter = LINEAR; - MinFilter = LINEAR; - MagFilter = LINEAR; - AddressU = WRAP; - AddressV = WRAP; - AddressW = WRAP; + Texture = ; + MipFilter = LINEAR; + MinFilter = LINEAR; + MagFilter = LINEAR; + AddressU = WRAP; + AddressV = WRAP; + AddressW = WRAP; }; //----------------------------------------------------------------------------- @@ -34,23 +34,23 @@ sampler ShadowSampler = sampler_state struct VS_OUTPUT { - float4 Position : POSITION; - float4 Color : COLOR0; - float2 TexCoord : TEXCOORD0; + float4 Position : POSITION; + float4 Color : COLOR0; + float2 TexCoord : TEXCOORD0; }; struct VS_INPUT { - float4 Position : POSITION; - float4 Color : COLOR0; - float2 TexCoord : TEXCOORD0; - float2 Unused : TEXCOORD1; + float4 Position : POSITION; + float4 Color : COLOR0; + float2 TexCoord : TEXCOORD0; + float2 Unused : TEXCOORD1; }; struct PS_INPUT { - float4 Color : COLOR0; - float2 TexCoord : TEXCOORD0; + float4 Color : COLOR0; + float2 TexCoord : TEXCOORD0; }; //----------------------------------------------------------------------------- @@ -63,17 +63,17 @@ uniform float2 SourceRect; 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; - Output.Position.xy -= 0.5f; - Output.Position *= float4(2.0f, 2.0f, 1.0f, 1.0f); - Output.Color = Input.Color; - Output.TexCoord = Input.TexCoord + 0.5f / SourceDims; + 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; + Output.Position.xy -= 0.5f; + Output.Position *= float4(2.0f, 2.0f, 1.0f, 1.0f); + Output.Color = Input.Color; + Output.TexCoord = Input.TexCoord + 0.5f / SourceDims; - return Output; + return Output; } //----------------------------------------------------------------------------- @@ -102,69 +102,69 @@ uniform float3 Floor = float3(0.0f, 0.0f, 0.0f); float4 ps_main(PS_INPUT Input) : COLOR { - float2 UsedArea = 1.0f / SourceRect; - float2 HalfRect = SourceRect * 0.5f; - float2 R2 = 1.0f / pow(length(UsedArea), 2.0f); - // -- Screen Pincushion Calculation -- - float2 PinUnitCoord = Input.TexCoord * UsedArea * 2.0f - 1.0f; - float PincushionR2 = pow(length(PinUnitCoord), 2.0f) * R2; - float2 PincushionCurve = PinUnitCoord * PincushionAmount * PincushionR2; - float2 BaseCoord = Input.TexCoord; - float2 ScanCoord = BaseCoord - 0.5f / ScreenDims; - - BaseCoord -= HalfRect; - BaseCoord *= 1.0f - PincushionAmount * UsedArea * 0.2f; // Warning: Magic constant - BaseCoord += HalfRect; - BaseCoord += PincushionCurve; + float2 UsedArea = 1.0f / SourceRect; + float2 HalfRect = SourceRect * 0.5f; + float2 R2 = 1.0f / pow(length(UsedArea), 2.0f); + // -- Screen Pincushion Calculation -- + float2 PinUnitCoord = Input.TexCoord * UsedArea * 2.0f - 1.0f; + float PincushionR2 = pow(length(PinUnitCoord), 2.0f) * R2; + float2 PincushionCurve = PinUnitCoord * PincushionAmount * PincushionR2; + float2 BaseCoord = Input.TexCoord; + float2 ScanCoord = BaseCoord - 0.5f / ScreenDims; + + BaseCoord -= HalfRect; + BaseCoord *= 1.0f - PincushionAmount * UsedArea * 0.2f; // Warning: Magic constant + BaseCoord += HalfRect; + BaseCoord += PincushionCurve; - ScanCoord -= HalfRect; - ScanCoord *= 1.0f - PincushionAmount * UsedArea * 0.2f; // Warning: Magic constant - ScanCoord += HalfRect; - ScanCoord += PincushionCurve; + ScanCoord -= HalfRect; + ScanCoord *= 1.0f - PincushionAmount * UsedArea * 0.2f; // Warning: Magic constant + ScanCoord += HalfRect; + ScanCoord += PincushionCurve; - float2 CurveClipUnitCoord = Input.TexCoord * UsedArea * 2.0f - 1.0f; - float CurvatureClipR2 = pow(length(CurveClipUnitCoord), 2.0f) * R2; - float2 CurvatureClipCurve = CurveClipUnitCoord * CurvatureAmount * CurvatureClipR2; - float2 ScreenClipCoord = Input.TexCoord; - ScreenClipCoord -= HalfRect; - ScreenClipCoord *= 1.0f - CurvatureAmount * UsedArea * 0.2f; // Warning: Magic constant - ScreenClipCoord += HalfRect; - ScreenClipCoord += CurvatureClipCurve; + float2 CurveClipUnitCoord = Input.TexCoord * UsedArea * 2.0f - 1.0f; + float CurvatureClipR2 = pow(length(CurveClipUnitCoord), 2.0f) * R2; + float2 CurvatureClipCurve = CurveClipUnitCoord * CurvatureAmount * CurvatureClipR2; + float2 ScreenClipCoord = Input.TexCoord; + ScreenClipCoord -= HalfRect; + ScreenClipCoord *= 1.0f - CurvatureAmount * UsedArea * 0.2f; // Warning: Magic constant + ScreenClipCoord += HalfRect; + ScreenClipCoord += CurvatureClipCurve; - // RGB Pincushion Calculation - float3 PincushionCurveX = PinUnitCoord.x * PincushionAmount * PincushionR2; - float3 PincushionCurveY = PinUnitCoord.y * PincushionAmount * PincushionR2; + // RGB Pincushion Calculation + float3 PincushionCurveX = PinUnitCoord.x * PincushionAmount * PincushionR2; + float3 PincushionCurveY = PinUnitCoord.y * PincushionAmount * PincushionR2; - float4 BaseTexel = tex2D(DiffuseSampler, BaseCoord); + float4 BaseTexel = tex2D(DiffuseSampler, BaseCoord); - // -- Alpha Clipping (1px border in drawd3d does not work for some reason) -- - clip((BaseCoord < 1.0f / SourceDims) ? -1 : 1); - clip((BaseCoord > (SourceRect + 1.0f / SourceDims)) ? -1 : 1); + // -- Alpha Clipping (1px border in drawd3d does not work for some reason) -- + clip((BaseCoord < 1.0f / SourceDims) ? -1 : 1); + clip((BaseCoord > (SourceRect + 1.0f / SourceDims)) ? -1 : 1); - // -- Scanline Simulation -- - float InnerSine = ScanCoord.y * SourceDims.y * ScanlineScale; - float ScanBrightMod = sin(InnerSine * PI + ScanlineOffset * SourceDims.y); - float3 ScanBrightness = lerp(1.0f, (pow(ScanBrightMod * ScanBrightMod, ScanlineHeight) * ScanlineBrightScale + 1.0f) * 0.5f, ScanlineAlpha); - float3 Scanned = BaseTexel.rgb * ScanBrightness; + // -- Scanline Simulation -- + float InnerSine = ScanCoord.y * SourceDims.y * ScanlineScale; + float ScanBrightMod = sin(InnerSine * PI + ScanlineOffset * SourceDims.y); + float3 ScanBrightness = lerp(1.0f, (pow(ScanBrightMod * ScanBrightMod, ScanlineHeight) * ScanlineBrightScale + 1.0f) * 0.5f, ScanlineAlpha); + float3 Scanned = BaseTexel.rgb * ScanBrightness; - // -- Color Compression (increasing the floor of the signal without affecting the ceiling) -- - Scanned = Floor + (1.0f - Floor) * Scanned; + // -- Color Compression (increasing the floor of the signal without affecting the ceiling) -- + Scanned = Floor + (1.0f - Floor) * Scanned; - // Shadow mask - // Note: This is broken right now and needs fixed - float2 ShadowFrac = frac(BaseCoord * ShadowCount); - float2 ShadowCoord = ShadowFrac * ShadowUV + 0.5f / ShadowDims; - float3 ShadowTexel = lerp(1.0f, tex2D(ShadowSampler, ShadowCoord).rgb, ShadowAlpha); - - // -- Final Pixel -- - float4 Output = float4(Scanned * ShadowTexel, BaseTexel.a) * Input.Color; - - Output.r = pow(Output.r, Power.r); - Output.g = pow(Output.g, Power.g); - Output.b = pow(Output.b, Power.b); - Output.a = 1.0f; + // Shadow mask + // Note: This is broken right now and needs fixed + float2 ShadowFrac = frac(BaseCoord * ShadowCount); + float2 ShadowCoord = ShadowFrac * ShadowUV + 0.5f / ShadowDims; + float3 ShadowTexel = lerp(1.0f, tex2D(ShadowSampler, ShadowCoord).rgb, ShadowAlpha); + + // -- Final Pixel -- + float4 Output = float4(Scanned * ShadowTexel, BaseTexel.a) * Input.Color; + + Output.r = pow(Output.r, Power.r); + Output.g = pow(Output.g, Power.g); + Output.b = pow(Output.b, Power.b); + Output.a = 1.0f; - return Output; + return Output; } //----------------------------------------------------------------------------- @@ -173,13 +173,13 @@ float4 ps_main(PS_INPUT Input) : COLOR technique ScanMaskTechnique { - pass Pass0 - { - Lighting = FALSE; + pass Pass0 + { + Lighting = FALSE; - //Sampler[0] = ; + //Sampler[0] = ; - VertexShader = compile vs_3_0 vs_main(); - PixelShader = compile ps_3_0 ps_main(); - } + VertexShader = compile vs_3_0 vs_main(); + PixelShader = compile ps_3_0 ps_main(); + } } diff --git a/src/osd/windows/d3dhlsl.c b/src/osd/windows/d3dhlsl.c index f7ba2940ff0..4ce179b4389 100644 --- a/src/osd/windows/d3dhlsl.c +++ b/src/osd/windows/d3dhlsl.c @@ -1051,8 +1051,6 @@ int shaders::create_resources(bool reset) post_effect->add_uniform("Power", uniform::UT_VEC3, uniform::CU_POST_POWER); post_effect->add_uniform("Floor", uniform::UT_VEC3, uniform::CU_POST_FLOOR); - bloom_effect->add_uniform("SourceRect", uniform::UT_VEC2, uniform::CU_SOURCE_RECT); - initialized = true; return 0; @@ -1631,7 +1629,7 @@ void shaders::screen_post_pass(render_target *rt, vec2f &texsize, vec2f &delta, HRESULT result = (*d3dintf->device.set_render_target)(d3d->get_device(), 0, rt->target[2]); - result = (*d3dintf->device.clear)(d3d->get_device(), 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_ARGB(0,0,0,0), 0, 0); + result = (*d3dintf->device.clear)(d3d->get_device(), 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_ARGB(1,0,0,0), 0, 0); if (result != D3D_OK) mame_printf_verbose("Direct3D: Error %08X during device clear call\n", (int)result); curr_effect->begin(&num_passes, 0); @@ -1699,17 +1697,14 @@ void shaders::raster_bloom_pass(render_target *rt, vec2f &texsize, vec2f &delta, } curr_effect = bloom_effect; - curr_effect->update_uniforms(); 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 temp0[2] = { 1024.0f, 512.0f }; curr_effect->set_vector("Level0123Weight", 4, weight0123); curr_effect->set_vector("Level4567Weight", 4, weight4567); curr_effect->set_vector("Level89AWeight", 3, weight89A); - curr_effect->set_vector("ScreenSize", 2, &screendims.c.x); - curr_effect->set_vector("TextureSize", 2, temp0); + curr_effect->set_vector("TargetSize", 2, &screendims.c.x); curr_effect->set_texture("DiffuseA", rt->render_texture[2]); diff --git a/src/osd/windows/drawd3d.c b/src/osd/windows/drawd3d.c index f260b3f0758..4d40c31f587 100644 --- a/src/osd/windows/drawd3d.c +++ b/src/osd/windows/drawd3d.c @@ -44,18 +44,6 @@ #include "drawd3d.h" -// Visual Studio 2013 is the first version that supports roundf -#if defined(_MSC_VER) && (_MSC_VER < 1800) - -float roundf(float f) -{ - if (f < 0) - return ceil(f - 0.5); - - return floor(f + 0.5); -} - -#endif //============================================================ // DEBUGGING @@ -1702,14 +1690,14 @@ void renderer::draw_quad(const render_primitive *prim) return; // fill in the vertexes clockwise - vertex[0].x = roundf(prim->bounds.x0) - 0.5f; - vertex[0].y = roundf(prim->bounds.y0) - 0.5f; - vertex[1].x = roundf(prim->bounds.x1) - 0.5f; - vertex[1].y = roundf(prim->bounds.y0) - 0.5f; - vertex[2].x = roundf(prim->bounds.x0) - 0.5f; - vertex[2].y = roundf(prim->bounds.y1) - 0.5f; - vertex[3].x = roundf(prim->bounds.x1) - 0.5f; - vertex[3].y = roundf(prim->bounds.y1) - 0.5f; + vertex[0].x = prim->bounds.x0 - 0.5f; + vertex[0].y = prim->bounds.y0 - 0.5f; + vertex[1].x = prim->bounds.x1 - 0.5f; + vertex[1].y = prim->bounds.y0 - 0.5f; + vertex[2].x = prim->bounds.x0 - 0.5f; + vertex[2].y = prim->bounds.y1 - 0.5f; + vertex[3].x = prim->bounds.x1 - 0.5f; + vertex[3].y = prim->bounds.y1 - 0.5f; float width = prim->bounds.x1 - prim->bounds.x0; float height = prim->bounds.y1 - prim->bounds.y0;