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