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).
This commit is contained in:
Filoppi
2023-08-06 03:11:19 +03:00
parent fc3f7866f8
commit 80b453082d
2 changed files with 44 additions and 25 deletions

View File

@ -124,7 +124,8 @@ protected:
size_t CalculateUniformsSize(bool user_post_process) const;
void FillUniformBuffer(const MathUtil::Rectangle<int>& src, const AbstractTexture* src_tex,
int src_layer, const MathUtil::Rectangle<int>& dst,
const MathUtil::Rectangle<int>& wnd, u8* buffer, bool user_post_process);
const MathUtil::Rectangle<int>& wnd, u8* buffer, bool user_post_process,
bool intermediary_buffer);
// Timer for determining our time value
Common::Timer m_timer;