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Merge pull request #30018 from peppy/add-missing-shader-preload
Update shader preloader with missing shader usages
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commit
73a9b03401
@ -118,13 +118,20 @@ namespace osu.Game.Screens
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{
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{
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loadTargets.Add(manager.Load(VertexShaderDescriptor.TEXTURE_2, FragmentShaderDescriptor.TEXTURE));
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loadTargets.Add(manager.Load(VertexShaderDescriptor.TEXTURE_2, FragmentShaderDescriptor.TEXTURE));
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loadTargets.Add(manager.Load(VertexShaderDescriptor.TEXTURE_2, FragmentShaderDescriptor.BLUR));
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loadTargets.Add(manager.Load(VertexShaderDescriptor.TEXTURE_2, FragmentShaderDescriptor.BLUR));
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loadTargets.Add(manager.Load(@"CursorTrail", FragmentShaderDescriptor.TEXTURE));
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loadTargets.Add(manager.Load(VertexShaderDescriptor.TEXTURE_2, "TriangleBorder"));
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loadTargets.Add(manager.Load(VertexShaderDescriptor.TEXTURE_2, "FastCircle"));
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loadTargets.Add(manager.Load(VertexShaderDescriptor.TEXTURE_3, FragmentShaderDescriptor.TEXTURE));
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loadTargets.Add(manager.Load(VertexShaderDescriptor.TEXTURE_3, FragmentShaderDescriptor.TEXTURE));
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loadTargets.Add(manager.Load(VertexShaderDescriptor.TEXTURE_2, @"TriangleBorder"));
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loadTargets.Add(manager.Load(VertexShaderDescriptor.TEXTURE_2, @"FastCircle"));
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loadTargets.Add(manager.Load(VertexShaderDescriptor.TEXTURE_2, @"CircularProgress"));
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loadTargets.Add(manager.Load(VertexShaderDescriptor.TEXTURE_2, @"ArgonBarPath"));
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loadTargets.Add(manager.Load(VertexShaderDescriptor.TEXTURE_2, @"ArgonBarPathBackground"));
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loadTargets.Add(manager.Load(VertexShaderDescriptor.TEXTURE_2, @"SaturationSelectorBackground"));
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loadTargets.Add(manager.Load(VertexShaderDescriptor.TEXTURE_2, @"HueSelectorBackground"));
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loadTargets.Add(manager.Load(@"LogoAnimation", @"LogoAnimation"));
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// Ruleset local shader usage (should probably move somewhere else).
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loadTargets.Add(manager.Load(VertexShaderDescriptor.TEXTURE_2, @"SpinnerGlow"));
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loadTargets.Add(manager.Load(@"CursorTrail", FragmentShaderDescriptor.TEXTURE));
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}
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}
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protected virtual bool AllLoaded => loadTargets.All(s => s.IsLoaded);
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protected virtual bool AllLoaded => loadTargets.All(s => s.IsLoaded);
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