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());
}

View File

@ -13,6 +13,8 @@
#include "VideoCommon/VideoConfig.h"
static const char s_default_shader[] = "void main() { SetOutput(Sample()); }\n";
PostProcessingShaderImplementation::PostProcessingShaderImplementation()
{
m_timer.Start();
@ -36,16 +38,23 @@ std::string PostProcessingShaderConfiguration::LoadShader(std::string shader)
std::string code;
std::string path = File::GetUserPath(D_SHADERS_IDX) + sub_dir + shader + ".glsl";
if (!File::Exists(path))
if (shader == "")
{
// Fallback to shared user dir
path = File::GetSysDirectory() + SHADERS_DIR DIR_SEP + sub_dir + shader + ".glsl";
code = s_default_shader;
}
if (!File::ReadFileToString(path, code))
else
{
ERROR_LOG(VIDEO, "Post-processing shader not found: %s", path.c_str());
return "";
if (!File::Exists(path))
{
// Fallback to shared user dir
path = File::GetSysDirectory() + SHADERS_DIR DIR_SEP + sub_dir + shader + ".glsl";
}
if (!File::ReadFileToString(path, code))
{
ERROR_LOG(VIDEO, "Post-processing shader not found: %s", path.c_str());
code = s_default_shader;
}
}
LoadOptions(code);