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Video: fix post process shaders with parameters failing to build on OpenGL
This was because the shader uniforms between the pixel and vertex shaders were willingly left different, to avoid filling the vertex shader with unnecessary params. Turns out all backends are fine with this except OGL. The new behaviour is now much more consistent and well explained, the "default" shaders are the ones that always run, and the non default ones are the user selected ones (if any).
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@ -124,7 +124,8 @@ protected:
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size_t CalculateUniformsSize(bool user_post_process) const;
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void FillUniformBuffer(const MathUtil::Rectangle<int>& src, const AbstractTexture* src_tex,
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int src_layer, const MathUtil::Rectangle<int>& dst,
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const MathUtil::Rectangle<int>& wnd, u8* buffer, bool user_post_process);
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const MathUtil::Rectangle<int>& wnd, u8* buffer, bool user_post_process,
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bool intermediary_buffer);
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// Timer for determining our time value
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Common::Timer m_timer;
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