mirror of
https://github.com/azahar-emu/azahar
synced 2025-11-06 15:09:58 +01:00
Capitalize first letter of builtin shaders
This commit is contained in:
parent
ce2bf584c2
commit
3b0542f188
@ -160,11 +160,11 @@ void Config::ReadValues() {
|
||||
|
||||
ReadSetting("Renderer", Settings::values.render_3d);
|
||||
ReadSetting("Renderer", Settings::values.factor_3d);
|
||||
std::string default_shader = "none (builtin)";
|
||||
std::string default_shader = "None (builtin)";
|
||||
if (Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::Anaglyph)
|
||||
default_shader = "dubois (builtin)";
|
||||
default_shader = "Dubois (builtin)";
|
||||
else if (Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::Interlaced)
|
||||
default_shader = "horizontal (builtin)";
|
||||
default_shader = "Horizontal (builtin)";
|
||||
Settings::values.pp_shader_name =
|
||||
sdl2_config->GetString("Renderer", "pp_shader_name", default_shader);
|
||||
ReadSetting("Renderer", Settings::values.filter_mode);
|
||||
|
||||
@ -1,4 +1,4 @@
|
||||
// Copyright 2019 Citra Emulator Project
|
||||
// Copyright Citra Emulator Project / Azahar Emulator Project
|
||||
// Licensed under GPLv2 or any later version
|
||||
// Refer to the license.txt file included.
|
||||
|
||||
@ -75,7 +75,7 @@ void ConfigureEnhancements::updateShaders(Settings::StereoRenderOption stereo_op
|
||||
|
||||
if (stereo_option == Settings::StereoRenderOption::Interlaced ||
|
||||
stereo_option == Settings::StereoRenderOption::ReverseInterlaced) {
|
||||
ui->shader_combobox->addItem(QStringLiteral("horizontal (builtin)"));
|
||||
ui->shader_combobox->addItem(QStringLiteral("Horizontal (builtin)"));
|
||||
ui->shader_combobox->setCurrentIndex(0);
|
||||
ui->shader_combobox->setEnabled(false);
|
||||
return;
|
||||
@ -83,10 +83,10 @@ void ConfigureEnhancements::updateShaders(Settings::StereoRenderOption stereo_op
|
||||
|
||||
std::string current_shader;
|
||||
if (stereo_option == Settings::StereoRenderOption::Anaglyph) {
|
||||
ui->shader_combobox->addItem(QStringLiteral("dubois (builtin)"));
|
||||
ui->shader_combobox->addItem(QStringLiteral("Dubois (builtin)"));
|
||||
current_shader = Settings::values.anaglyph_shader_name.GetValue();
|
||||
} else {
|
||||
ui->shader_combobox->addItem(QStringLiteral("none (builtin)"));
|
||||
ui->shader_combobox->addItem(QStringLiteral("None (builtin)"));
|
||||
current_shader = Settings::values.pp_shader_name.GetValue();
|
||||
}
|
||||
|
||||
|
||||
@ -566,8 +566,8 @@ struct Values {
|
||||
Setting<s32> cardboard_y_shift{0, "cardboard_y_shift"};
|
||||
|
||||
SwitchableSetting<bool> filter_mode{true, "filter_mode"};
|
||||
SwitchableSetting<std::string> pp_shader_name{"none (builtin)", "pp_shader_name"};
|
||||
SwitchableSetting<std::string> anaglyph_shader_name{"dubois (builtin)", "anaglyph_shader_name"};
|
||||
SwitchableSetting<std::string> pp_shader_name{"None (builtin)", "pp_shader_name"};
|
||||
SwitchableSetting<std::string> anaglyph_shader_name{"Dubois (builtin)", "anaglyph_shader_name"};
|
||||
|
||||
SwitchableSetting<bool> dump_textures{false, "dump_textures"};
|
||||
SwitchableSetting<bool> custom_textures{false, "custom_textures"};
|
||||
|
||||
@ -367,7 +367,7 @@ void RendererOpenGL::ReloadShader() {
|
||||
// Link shaders and get variable locations
|
||||
std::string shader_data = fragment_shader_precision_OES;
|
||||
if (Settings::values.render_3d.GetValue() == Settings::StereoRenderOption::Anaglyph) {
|
||||
if (Settings::values.anaglyph_shader_name.GetValue() == "dubois (builtin)") {
|
||||
if (Settings::values.anaglyph_shader_name.GetValue() == "Dubois (builtin)") {
|
||||
shader_data += HostShaders::OPENGL_PRESENT_ANAGLYPH_FRAG;
|
||||
} else {
|
||||
std::string shader_text = OpenGL::GetPostProcessingShaderCode(
|
||||
@ -384,7 +384,7 @@ void RendererOpenGL::ReloadShader() {
|
||||
Settings::StereoRenderOption::ReverseInterlaced) {
|
||||
shader_data += HostShaders::OPENGL_PRESENT_INTERLACED_FRAG;
|
||||
} else {
|
||||
if (Settings::values.pp_shader_name.GetValue() == "none (builtin)") {
|
||||
if (Settings::values.pp_shader_name.GetValue() == "None (builtin)") {
|
||||
shader_data += HostShaders::OPENGL_PRESENT_FRAG;
|
||||
} else {
|
||||
std::string shader_text = OpenGL::GetPostProcessingShaderCode(
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user