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Merge pull request #7387 from sum2012/gpu
Add "hardware transform error" translate
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commit
f3c3a2ddb4
@ -39,6 +39,7 @@
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#include "GPU/GLES/TransformPipeline.h"
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#include "GPU/GLES/TransformPipeline.h"
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#include "UI/OnScreenDisplay.h"
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#include "UI/OnScreenDisplay.h"
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#include "Framebuffer.h"
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#include "Framebuffer.h"
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#include "i18n/i18n.h"
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Shader::Shader(const char *code, uint32_t shaderType, bool useHWTransform, const ShaderID &shaderID) : failed_(false), useHWTransform_(useHWTransform), id_(shaderID) {
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Shader::Shader(const char *code, uint32_t shaderType, bool useHWTransform, const ShaderID &shaderID) : failed_(false), useHWTransform_(useHWTransform), id_(shaderID) {
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source_ = code;
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source_ = code;
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@ -737,6 +738,7 @@ Shader *ShaderManager::ApplyVertexShader(int prim, u32 vertType) {
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// if (g_Config.bPrescaleUV)
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// if (g_Config.bPrescaleUV)
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// globalDirty_ &= ~DIRTY_UVSCALEOFFSET;
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// globalDirty_ &= ~DIRTY_UVSCALEOFFSET;
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I18NCategory *gs = GetI18NCategory("Graphics");
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if (globalDirty_) {
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if (globalDirty_) {
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if (lastShader_)
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if (lastShader_)
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lastShader_->dirtyUniforms |= globalDirty_;
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lastShader_->dirtyUniforms |= globalDirty_;
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@ -768,7 +770,7 @@ Shader *ShaderManager::ApplyVertexShader(int prim, u32 vertType) {
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if (vs->Failed()) {
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if (vs->Failed()) {
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ERROR_LOG(G3D, "Shader compilation failed, falling back to software transform");
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ERROR_LOG(G3D, "Shader compilation failed, falling back to software transform");
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osm.Show("hardware transform error - falling back to software", 2.5f, 0xFF3030FF, -1, true);
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osm.Show(gs->T("hardware transform error - falling back to software"), 2.5f, 0xFF3030FF, -1, true);
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delete vs;
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delete vs;
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// TODO: Look for existing shader with the appropriate ID, use that instead of generating a new one - however, need to make sure
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// TODO: Look for existing shader with the appropriate ID, use that instead of generating a new one - however, need to make sure
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