VideoConfigDiag: Move post-processing shader list to post processor

The backends don't use this list at all, and since more than one
backend supports post-processing now, it's duplicate code.
This commit is contained in:
Stenzek
2017-04-21 23:59:45 +10:00
parent 417a4ca206
commit 27ae5b8d34
9 changed files with 42 additions and 57 deletions

View File

@ -38,8 +38,6 @@ Make AA apply instantly during gameplay if possible
#include <string>
#include <vector>
#include "Common/CommonPaths.h"
#include "Common/FileSearch.h"
#include "Common/GL/GLInterfaceBase.h"
#include "Common/GL/GLUtil.h"
#include "Common/MsgHandler.h"
@ -79,21 +77,6 @@ std::string VideoBackend::GetDisplayName() const
return "OpenGL";
}
static std::vector<std::string> GetShaders(const std::string& sub_dir = "")
{
std::vector<std::string> paths =
Common::DoFileSearch({".glsl"}, {File::GetUserPath(D_SHADERS_IDX) + sub_dir,
File::GetSysDirectory() + SHADERS_DIR DIR_SEP + sub_dir});
std::vector<std::string> result;
for (std::string path : paths)
{
std::string name;
SplitPath(path, nullptr, &name, nullptr);
result.push_back(name);
}
return result;
}
void VideoBackend::InitBackendInfo()
{
g_Config.backend_info.api_type = APIType::OpenGL;
@ -125,10 +108,6 @@ void VideoBackend::InitBackendInfo()
// aamodes - 1 is to stay consistent with D3D (means no AA)
g_Config.backend_info.AAModes = {1, 2, 4, 8};
// pp shaders
g_Config.backend_info.PPShaders = GetShaders("");
g_Config.backend_info.AnaglyphShaders = GetShaders(ANAGLYPH_DIR DIR_SEP);
}
bool VideoBackend::InitializeGLExtensions()