PostProcessing: Move default pixel shader to PostProcessingShaderConfiguration.

Reduces code complexity and fixes a bug where the shader is not properly invalidated.
This commit is contained in:
Jules Blok
2015-01-25 23:08:49 +01:00
parent fc46d460f9
commit 5c4ee2f71e
2 changed files with 19 additions and 18 deletions

View File

@ -36,8 +36,6 @@ static const char s_vertex_shader[] =
" uv0 = rawpos * src_rect.zw + src_rect.xy;\n"
"}\n";
static const char s_default_shader[] = "void main() { SetOutput(Sample()); }\n";
OpenGLPostProcessing::OpenGLPostProcessing()
: m_initialized(false)
{
@ -171,13 +169,7 @@ void OpenGLPostProcessing::ApplyShader()
m_uniform_bindings.clear();
// load shader code
std::string code = "";
if (g_ActiveConfig.sPostProcessingShader != "")
code = m_config.LoadShader();
if (code == "")
code = s_default_shader;
std::string code = m_config.LoadShader();
code = LoadShaderOptions(code);
const char* vertex_shader = s_vertex_shader;
@ -189,8 +181,8 @@ void OpenGLPostProcessing::ApplyShader()
if (!ProgramShaderCache::CompileShader(m_shader, vertex_shader, code.c_str()))
{
ERROR_LOG(VIDEO, "Failed to compile post-processing shader %s", m_config.GetShader().c_str());
code = LoadShaderOptions(s_default_shader);
g_ActiveConfig.sPostProcessingShader.clear();
code = m_config.LoadShader();
ProgramShaderCache::CompileShader(m_shader, vertex_shader, code.c_str());
}