Technically we do change resolution, so this seems best solution

This commit is contained in:
LunaMoo 2015-10-14 20:07:06 +02:00 committed by Luna
parent 612f569c82
commit b054117aad

View File

@ -172,7 +172,6 @@ void FramebufferManager::CompileDraw2DProgram() {
if (shaderInfo) {
postShaderAtOutputResolution_ = shaderInfo->outputResolution;
postShaderIsUpscalingFilter_ = shaderInfo->isUpscalingFilter;
postShaderProgram_ = glsl_create(shaderInfo->vertexShaderFile.c_str(), shaderInfo->fragmentShaderFile.c_str(), &errorString);
if (!postShaderProgram_) {
// DO NOT turn this into a report, as it will pollute our logs with all kinds of
@ -278,6 +277,8 @@ FramebufferManager::FramebufferManager() :
void FramebufferManager::Init() {
FramebufferManagerCommon::Init();
// Workaround for upscaling shaders where we force x1 resolution without saving it
resized_ = true;
CompileDraw2DProgram();
SetLineWidth();
}