GPU: Add missing shader id to short desc.

This commit is contained in:
Unknown W. Brackets 2017-12-01 11:17:12 -08:00
parent 786a3ae17c
commit be6343612f

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@ -22,7 +22,11 @@ std::string VertexShaderDesc(const ShaderID &id) {
if (id.Bit(VS_BIT_ENABLE_FOG)) desc << "Fog ";
if (id.Bit(VS_BIT_NORM_REVERSE)) desc << "RevN ";
if (id.Bit(VS_BIT_DO_TEXTURE)) desc << "Tex ";
if (id.Bit(VS_BIT_DO_TEXTURE_TRANSFORM)) desc << "TexProj ";
if (id.Bit(VS_BIT_DO_TEXTURE_TRANSFORM)) {
int uvprojMode = id.Bits(VS_BIT_UVPROJ_MODE, 2);
const char *uvprojModes[4] = { "TexProjPos ", "TexProjUV ", "TexProjNNrm ", "TexProjNrm " };
desc << uvprojModes[uvprojMode];
}
int uvgMode = id.Bits(VS_BIT_UVGEN_MODE, 2);
const char *uvgModes[4] = { "UV ", "UVMtx ", "UVEnv ", "UVUnk " };
int ls0 = id.Bits(VS_BIT_LS0, 2);
@ -51,8 +55,6 @@ std::string VertexShaderDesc(const ShaderID &id) {
if (id.Bit(VS_BIT_HAS_TEXCOORD_TESS)) desc << "TessT ";
if (id.Bit(VS_BIT_NORM_REVERSE_TESS)) desc << "TessRevN ";
// TODO: More...
return desc.str();
}