Add "hardware transform error" translate

This commit is contained in:
sum2012 2015-01-29 07:20:14 +08:00
parent 2b0b1a5000
commit cb039081ac

View File

@ -39,6 +39,7 @@
#include "GPU/GLES/TransformPipeline.h"
#include "UI/OnScreenDisplay.h"
#include "Framebuffer.h"
#include "i18n/i18n.h"
Shader::Shader(const char *code, uint32_t shaderType, bool useHWTransform, const ShaderID &shaderID) : failed_(false), useHWTransform_(useHWTransform), id_(shaderID) {
source_ = code;
@ -737,6 +738,7 @@ Shader *ShaderManager::ApplyVertexShader(int prim, u32 vertType) {
// if (g_Config.bPrescaleUV)
// globalDirty_ &= ~DIRTY_UVSCALEOFFSET;
I18NCategory *gs = GetI18NCategory("Graphics");
if (globalDirty_) {
if (lastShader_)
lastShader_->dirtyUniforms |= globalDirty_;
@ -768,7 +770,7 @@ Shader *ShaderManager::ApplyVertexShader(int prim, u32 vertType) {
if (vs->Failed()) {
ERROR_LOG(G3D, "Shader compilation failed, falling back to software transform");
osm.Show("hardware transform error - falling back to software", 2.5f, 0xFF3030FF, -1, true);
osm.Show(gs->T("hardware transform error - falling back to software"), 2.5f, 0xFF3030FF, -1, true);
delete vs;
// TODO: Look for existing shader with the appropriate ID, use that instead of generating a new one - however, need to make sure