Adds CStrIntern for FXAA and dummy shader names for consistency.
Reported By: Stan This was SVN commit r27608.
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@ -27,6 +27,7 @@
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#include "lib/utf8.h"
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#include "ps/CLogger.h"
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#include "ps/CStrIntern.h"
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#include "ps/CStrInternStatic.h"
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#include "ps/Filesystem.h"
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#include "ps/Profile.h"
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#include "ps/XML/Xeromyces.h"
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@ -160,7 +161,7 @@ bool CShaderManager::LoadTechnique(CShaderTechniquePtr& tech)
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// By default we assume that we have techinques for every dummy shader.
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if (device->GetBackend() == Renderer::Backend::Backend::DUMMY)
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{
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CShaderProgramPtr shaderProgram = LoadProgram("dummy", tech->GetShaderDefines());
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CShaderProgramPtr shaderProgram = LoadProgram(str_dummy.string(), tech->GetShaderDefines());
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std::vector<CShaderPass> techPasses;
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Renderer::Backend::SGraphicsPipelineStateDesc passPipelineStateDesc =
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Renderer::Backend::MakeDefaultGraphicsPipelineStateDesc();
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@ -112,6 +112,7 @@ X(foamTex)
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X(fogColor)
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X(fogParams)
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X(foreground_overlay)
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X(fxaa)
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X(grayscaleFactor)
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X(hdr)
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X(height)
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@ -570,9 +570,9 @@ void CPostprocManager::UpdateAntiAliasingTechnique()
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// techinques strongly depend on the graphics pipeline.
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// We might use enums in future though.
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constexpr std::string_view msaaPrefix{"msaa"};
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if (m_AAName == "fxaa")
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if (m_AAName == str_fxaa.string())
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{
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m_AATech = g_Renderer.GetShaderManager().LoadEffect(CStrIntern("fxaa"));
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m_AATech = g_Renderer.GetShaderManager().LoadEffect(str_fxaa);
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}
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else if (m_AAName.size() > msaaPrefix.size() &&
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std::string_view{m_AAName}.substr(0, msaaPrefix.size()) == msaaPrefix)
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