diff --git a/hlsl/post.fx b/hlsl/post.fx index c5d78b8a9b1..10a8aada455 100644 --- a/hlsl/post.fx +++ b/hlsl/post.fx @@ -211,7 +211,7 @@ float4 ps_main(PS_INPUT Input) : COLOR if (BaseCoord.x < 0.0 || BaseCoord.y < 0.0 || BaseCoord.x > 1.0 || BaseCoord.y > 1.0) { - discard; + return float4(0.0f, 0.0f, 0.0f, 1.0f); } // Color Compression (may not affect bloom) diff --git a/src/osd/modules/render/d3d/d3dhlsl.cpp b/src/osd/modules/render/d3d/d3dhlsl.cpp index 67870b9673b..68647366665 100644 --- a/src/osd/modules/render/d3d/d3dhlsl.cpp +++ b/src/osd/modules/render/d3d/d3dhlsl.cpp @@ -584,9 +584,9 @@ void shaders::begin_frame(render_primitive_list *primlist) { if (PRIMFLAG_GET_SCREENTEX(prim.flags)) { - containers[num_targets] = prim.container; int screen_index = 0; for (; screen_index < num_screens && containers[screen_index] != prim.container; screen_index++); + containers[screen_index] = prim.container; target_to_screen[num_targets] = screen_index; targets_per_screen[screen_index]++; if (screen_index >= num_screens) @@ -958,7 +958,6 @@ void shaders::begin_draw() return; curr_target = 0; - curr_effect = default_effect.get(); // Update for delta_time const double t = machine->time().as_double(); @@ -990,6 +989,8 @@ void shaders::begin_draw() { osd_printf_verbose("Direct3D: Error %08lX during device SetRenderTarget call\n", result); } + + set_curr_effect(default_effect.get()); } @@ -1003,7 +1004,7 @@ void shaders::set_curr_effect(effect *curr_effect) { return; } - if (this->curr_effect->is_active()) + if (this->curr_effect && this->curr_effect->is_active()) { this->curr_effect->end(); } @@ -1350,10 +1351,10 @@ int shaders::downsample_pass(d3d_render_target *rt, int source_index, poly_info } set_curr_effect(downsample_effect.get()); - curr_effect->update_uniforms(); for (int bloom_index = 0; bloom_index < rt->bloom_count; bloom_index++) { + curr_effect->update_uniforms(); curr_effect->set_vector("TargetDims", 2, rt->bloom_dims[bloom_index]); curr_effect->set_texture("DiffuseTexture", bloom_index == 0 @@ -1361,6 +1362,7 @@ int shaders::downsample_pass(d3d_render_target *rt, int source_index, poly_info : rt->bloom_texture[bloom_index - 1].Get()); blit(rt->bloom_surface[bloom_index].Get(), false, D3DPT_TRIANGLELIST, 0, 2); + downsample_effect->end(); } return next_index;