BGFX and D3D9 renderer fixes for issues #11104, #11106, and #11107 (#11249)

* -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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MooglyGuy 2023-05-20 14:05:42 +02:00 committed by GitHub
parent b761e23168
commit e89eb3e77c
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3 changed files with 12 additions and 6 deletions

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@ -93,7 +93,6 @@
{ "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" },
{ "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" },
{ "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" },
{ "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" },
{ "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" ] },
{ "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)
//next_index = phosphor_pass(rt, next_index, poly, vertnum);
// create bloom textures
int old_index = next_index;
next_index = post_pass(rt, next_index, poly, vertnum, true);
next_index = downsample_pass(rt, next_index, poly, vertnum);
bool bloom_enabled = (options->bloom_scale > 0.0f);
if (bloom_enabled)
{
int old_index = next_index;
next_index = post_pass(rt, next_index, poly, vertnum, true);
next_index = downsample_pass(rt, next_index, poly, vertnum);
next_index = old_index;
}
// apply bloom textures
next_index = old_index;
// apply bloom textures (if enabled) and other post effects
next_index = post_pass(rt, next_index, poly, vertnum, false);
next_index = bloom_pass(rt, next_index, poly, vertnum);
next_index = phosphor_pass(rt, next_index, poly, vertnum);

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@ -755,6 +755,9 @@ void renderer_d3d9::begin_frame()
if (m_shaders->enabled())
m_shaders->begin_frame(window().m_primlist);
// set an initial default texture
set_texture(nullptr);
}
void renderer_d3d9::process_primitives()