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(XDK) Build fixes
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@ -875,7 +875,7 @@ HRESULT CRetroArchShaderBrowser::OnNotifyPress( HXUIOBJ hObjPressed, BOOL& bHand
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snprintf(g_settings.video.cg_shader_path, sizeof(g_settings.video.cg_shader_path), "%s\\%s", filebrowser_get_current_dir(&tmp_browser), str_buffer);
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if (g_settings.video.shader_type != RARCH_SHADER_NONE)
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{
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device_ptr->set_shader(driver.video_data, (enum rarch_shader_type)g_settings.video.shader_type, g_settings.video.cg_shader_path, (1ULL << RARCH_SHADER_PASS0));
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driver.video->set_shader(driver.video_data, (enum rarch_shader_type)g_settings.video.shader_type, g_settings.video.cg_shader_path, (1ULL << RARCH_SHADER_PASS0));
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if (g_extern.console.rmenu.state.msg_info.enable)
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rarch_settings_msg(S_MSG_SHADER_LOADING_SUCCEEDED, S_DELAY_180);
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}
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@ -886,7 +886,7 @@ HRESULT CRetroArchShaderBrowser::OnNotifyPress( HXUIOBJ hObjPressed, BOOL& bHand
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snprintf (g_settings.video.second_pass_shader, sizeof(g_settings.video.second_pass_shader), "%s\\%s", filebrowser_get_current_dir(&tmp_browser), str_buffer);
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if (g_settings.video.shader_type != RARCH_SHADER_NONE)
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{
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device_ptr->set_shader(driver.video_data, (enum rarch_shader_type)g_settings.video.shader_type, g_settings.video.second_pass_shader, (1ULL << RARCH_SHADER_PASS1));
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driver.video->set_shader(driver.video_data, (enum rarch_shader_type)g_settings.video.shader_type, g_settings.video.second_pass_shader, (1ULL << RARCH_SHADER_PASS1));
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if (g_extern.console.rmenu.state.msg_info.enable)
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rarch_settings_msg(S_MSG_SHADER_LOADING_SUCCEEDED, S_DELAY_180);
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}
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@ -341,21 +341,22 @@ static bool xdk_d3d_set_shader(void *data, enum rarch_shader_type type, const ch
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case RARCH_SHADER_HLSL:
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if (mask & (1ULL << RARCH_SHADER_MULTIPASS))
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{
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if (!gl_hlsl_init(path))
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if (!hlsl_init(path, d3d->d3d_render_device))
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return false;
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}
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else if (mask & (1ULL << RARCH_SHADER_PASS0))
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{
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if (!gl_hlsl_load_shader(1, (mask & RARCH_SHADER_PASS0_STOCK) ? NULL : path))
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if (!hlsl_load_shader(1, (mask & RARCH_SHADER_PASS0_STOCK) ? NULL : path))
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return false;
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}
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else if (mask & (1ULL << RARCH_SHADER_PASS1))
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{
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if (!gl_hlsl_load_shader(2, (mask & RARCH_SHADER_PASS1_STOCK) ? NULL : path))
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if (!hlsl_load_shader(2, (mask & RARCH_SHADER_PASS1_STOCK) ? NULL : path))
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return false;
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}
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break;
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#endif
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case RARCH_SHADER_NONE:
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default:
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RARCH_ERR("Invalid shader type in gl_set_shader().\n");
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return false;
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