Beispiel #1
0
LPCSTR dxUIRender::UpdateShaderName(LPCSTR tex_name, LPCSTR sh_name)
{
	string_path buff;
	u32		v_dev	= CAP_VERSION(HW.Caps.raster_major, HW.Caps.raster_minor);
	u32		v_need	= CAP_VERSION(2,0);
	//strstr(Core.Params,"-ps_movie") &&
	if ( (v_dev >= v_need) && FS.exist(buff,"$game_textures$", tex_name, ".ogm") )
		return "hud\\movie";
	else
		return sh_name;
}
Beispiel #2
0
bool dxRenderDeviceRender::HWSupportsShaderYUV2RGB()
{
	u32		v_dev	= CAP_VERSION(HW.Caps.raster_major, HW.Caps.raster_minor);
	u32		v_need	= CAP_VERSION(2,0);
	return (v_dev>=v_need);
}