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More D3D HLSL regression fixes: (#11002) [Ryan Holtz]
* hlsl/post.fx: Fixed double-drawing of screen data with D3D9 HLSL and screen scale/offset. * render/d3d/d3dhlsl.cpp: Fixed screen-container search function (fixes GitHub #10872). * render/d3d/d3dhlsl.cpp: Fixed downsample pass, fixes blocky vector bloom.
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2 changed files with 7 additions and 5 deletions
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@ -211,7 +211,7 @@ float4 ps_main(PS_INPUT Input) : COLOR
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if (BaseCoord.x < 0.0 || BaseCoord.y < 0.0 ||
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BaseCoord.x > 1.0 || BaseCoord.y > 1.0)
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{
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discard;
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return float4(0.0f, 0.0f, 0.0f, 1.0f);
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}
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// Color Compression (may not affect bloom)
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@ -584,9 +584,9 @@ void shaders::begin_frame(render_primitive_list *primlist)
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{
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if (PRIMFLAG_GET_SCREENTEX(prim.flags))
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{
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containers[num_targets] = prim.container;
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int screen_index = 0;
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for (; screen_index < num_screens && containers[screen_index] != prim.container; screen_index++);
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containers[screen_index] = prim.container;
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target_to_screen[num_targets] = screen_index;
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targets_per_screen[screen_index]++;
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if (screen_index >= num_screens)
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@ -958,7 +958,6 @@ void shaders::begin_draw()
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return;
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curr_target = 0;
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curr_effect = default_effect.get();
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// Update for delta_time
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const double t = machine->time().as_double();
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@ -990,6 +989,8 @@ void shaders::begin_draw()
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{
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osd_printf_verbose("Direct3D: Error %08lX during device SetRenderTarget call\n", result);
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}
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set_curr_effect(default_effect.get());
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}
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@ -1003,7 +1004,7 @@ void shaders::set_curr_effect(effect *curr_effect)
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{
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return;
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}
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if (this->curr_effect->is_active())
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if (this->curr_effect && this->curr_effect->is_active())
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{
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this->curr_effect->end();
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}
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@ -1350,10 +1351,10 @@ int shaders::downsample_pass(d3d_render_target *rt, int source_index, poly_info
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}
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set_curr_effect(downsample_effect.get());
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curr_effect->update_uniforms();
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for (int bloom_index = 0; bloom_index < rt->bloom_count; bloom_index++)
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{
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curr_effect->update_uniforms();
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curr_effect->set_vector("TargetDims", 2, rt->bloom_dims[bloom_index]);
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curr_effect->set_texture("DiffuseTexture",
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bloom_index == 0
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@ -1361,6 +1362,7 @@ int shaders::downsample_pass(d3d_render_target *rt, int source_index, poly_info
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: rt->bloom_texture[bloom_index - 1].Get());
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blit(rt->bloom_surface[bloom_index].Get(), false, D3DPT_TRIANGLELIST, 0, 2);
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downsample_effect->end();
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}
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return next_index;
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