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; }
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); }