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* -hlsl.json: Removed duplicate scanline_variation setting. (#11107) [Ryan Holtz] * -d3dhlsl.cpp: Fixed lack of post-pass application when bloom is disabled. (#11104) [Ryan Holtz] * -drawd3d.cpp: Always set a default texture at scene start. (#11106) [Ryan Holtz]
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3 changed files with 12 additions and 6 deletions
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@ -93,7 +93,6 @@
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{ "type": "float", "name": "scanline_bright_scale", "text": "Scanline Brightness Scale", "default": 2.00, "max": 4.00, "min": 0.0, "step": 0.01, "format": "%1.2f", "screen": "crt" },
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{ "type": "float", "name": "scanline_bright_offset", "text": "Scanline Brightness Offset", "default": 1.50, "max": 4.00, "min": 0.0, "step": 0.01, "format": "%1.2f", "screen": "crt" },
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{ "type": "float", "name": "scanline_jitter_amount", "text": "Scanline Jitter Amount", "default": 0.00, "max": 4.00, "min": 0.0, "step": 0.01, "format": "%1.2f", "screen": "crt" },
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{ "type": "float", "name": "scanline_variation", "text": "Scanline Variation", "default": 1.00, "max": 4.00, "min": 0.0, "step": 0.01, "format": "%1.2f", "screen": "crt" },
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{ "type": "intenum", "name": "shadow_tile_mode", "text": "Shadow Mask Tile Mode", "default": 0, "max": 1, "min": 0, "step": 1, "format": "%s", "screen": "any", "strings": [ "Screen", "Source" ] },
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{ "type": "float", "name": "shadow_alpha", "text": "Shadow Mask Amount", "default": 0.50, "max": 1.00, "min": 0.00, "step": 0.01, "format": "%1.2f", "screen": "crt" },
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@ -1570,12 +1570,16 @@ void shaders::render_quad(poly_info *poly, int vertnum)
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//next_index = phosphor_pass(rt, next_index, poly, vertnum);
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// create bloom textures
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int old_index = next_index;
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next_index = post_pass(rt, next_index, poly, vertnum, true);
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next_index = downsample_pass(rt, next_index, poly, vertnum);
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bool bloom_enabled = (options->bloom_scale > 0.0f);
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if (bloom_enabled)
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{
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int old_index = next_index;
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next_index = post_pass(rt, next_index, poly, vertnum, true);
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next_index = downsample_pass(rt, next_index, poly, vertnum);
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next_index = old_index;
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}
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// apply bloom textures
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next_index = old_index;
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// apply bloom textures (if enabled) and other post effects
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next_index = post_pass(rt, next_index, poly, vertnum, false);
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next_index = bloom_pass(rt, next_index, poly, vertnum);
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next_index = phosphor_pass(rt, next_index, poly, vertnum);
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@ -755,6 +755,9 @@ void renderer_d3d9::begin_frame()
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if (m_shaders->enabled())
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m_shaders->begin_frame(window().m_primlist);
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// set an initial default texture
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set_texture(nullptr);
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}
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void renderer_d3d9::process_primitives()
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