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Target rounded fragment shader

Compatibility with osu-framework change https://github.com/ppy/osu-framework/pull/5512
This commit is contained in:
Thomas Müller-Höhne 2022-11-12 17:05:29 +09:00
parent 918f19fd4a
commit fa8e38d9d6
5 changed files with 3 additions and 8 deletions

View File

@ -49,7 +49,6 @@ namespace osu.Game.Rulesets.Osu.Skinning
private const float max_rotation = 0.25f; private const float max_rotation = 0.25f;
public IShader? TextureShader { get; private set; } public IShader? TextureShader { get; private set; }
public IShader? RoundedTextureShader { get; private set; }
protected Texture? Texture { get; set; } protected Texture? Texture { get; set; }
@ -69,7 +68,6 @@ namespace osu.Game.Rulesets.Osu.Skinning
[BackgroundDependencyLoader] [BackgroundDependencyLoader]
private void load(ShaderManager shaders) private void load(ShaderManager shaders)
{ {
RoundedTextureShader = shaders.Load(VertexShaderDescriptor.TEXTURE_2, FragmentShaderDescriptor.TEXTURE_ROUNDED);
TextureShader = shaders.Load(VertexShaderDescriptor.TEXTURE_2, FragmentShaderDescriptor.TEXTURE); TextureShader = shaders.Load(VertexShaderDescriptor.TEXTURE_2, FragmentShaderDescriptor.TEXTURE);
} }

View File

@ -103,7 +103,7 @@ namespace osu.Game.Graphics.Backgrounds
private void load(IRenderer renderer, ShaderManager shaders) private void load(IRenderer renderer, ShaderManager shaders)
{ {
texture = renderer.WhitePixel; texture = renderer.WhitePixel;
shader = shaders.Load(VertexShaderDescriptor.TEXTURE_2, FragmentShaderDescriptor.TEXTURE_ROUNDED); shader = shaders.Load(VertexShaderDescriptor.TEXTURE_2, FragmentShaderDescriptor.TEXTURE);
} }
protected override void LoadComplete() protected override void LoadComplete()

View File

@ -17,7 +17,6 @@ namespace osu.Game.Graphics.Sprites
private void load(ShaderManager shaders) private void load(ShaderManager shaders)
{ {
TextureShader = shaders.Load(VertexShaderDescriptor.TEXTURE_2, @"LogoAnimation"); TextureShader = shaders.Load(VertexShaderDescriptor.TEXTURE_2, @"LogoAnimation");
RoundedTextureShader = shaders.Load(VertexShaderDescriptor.TEXTURE_2, @"LogoAnimation"); // Masking isn't supported for now
} }
private float animationProgress; private float animationProgress;

View File

@ -125,13 +125,11 @@ namespace osu.Game.Screens
[BackgroundDependencyLoader] [BackgroundDependencyLoader]
private void load(ShaderManager manager) private void load(ShaderManager manager)
{ {
loadTargets.Add(manager.Load(VertexShaderDescriptor.TEXTURE_2, FragmentShaderDescriptor.TEXTURE_ROUNDED));
loadTargets.Add(manager.Load(VertexShaderDescriptor.TEXTURE_2, FragmentShaderDescriptor.BLUR));
loadTargets.Add(manager.Load(VertexShaderDescriptor.TEXTURE_2, FragmentShaderDescriptor.TEXTURE)); loadTargets.Add(manager.Load(VertexShaderDescriptor.TEXTURE_2, FragmentShaderDescriptor.TEXTURE));
loadTargets.Add(manager.Load(VertexShaderDescriptor.TEXTURE_2, FragmentShaderDescriptor.BLUR));
loadTargets.Add(manager.Load(@"CursorTrail", FragmentShaderDescriptor.TEXTURE)); loadTargets.Add(manager.Load(@"CursorTrail", FragmentShaderDescriptor.TEXTURE));
loadTargets.Add(manager.Load(VertexShaderDescriptor.TEXTURE_3, FragmentShaderDescriptor.TEXTURE_ROUNDED));
loadTargets.Add(manager.Load(VertexShaderDescriptor.TEXTURE_3, FragmentShaderDescriptor.TEXTURE)); loadTargets.Add(manager.Load(VertexShaderDescriptor.TEXTURE_3, FragmentShaderDescriptor.TEXTURE));
} }

View File

@ -89,7 +89,7 @@ namespace osu.Game.Screens.Menu
private void load(IRenderer renderer, ShaderManager shaders) private void load(IRenderer renderer, ShaderManager shaders)
{ {
texture = renderer.WhitePixel; texture = renderer.WhitePixel;
shader = shaders.Load(VertexShaderDescriptor.TEXTURE_2, FragmentShaderDescriptor.TEXTURE_ROUNDED); shader = shaders.Load(VertexShaderDescriptor.TEXTURE_2, FragmentShaderDescriptor.TEXTURE);
} }
private readonly float[] temporalAmplitudes = new float[ChannelAmplitudes.AMPLITUDES_SIZE]; private readonly float[] temporalAmplitudes = new float[ChannelAmplitudes.AMPLITUDES_SIZE];