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Removes RenderPath
We can render the game only with shaders so we don't need to support fixed function pipeline as a separate render path. We only need to know when to warn a user. Fixes #6244
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@@ -486,9 +486,6 @@ bool CRenderer::Open(int width, int height)
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m_Width = width;
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m_Height = height;
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// Validate the currently selected render path
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SetRenderPath(g_RenderingOptions.GetRenderPath());
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m->debugRenderer.Initialize();
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if (m->postprocManager.IsEnabled())
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@@ -509,24 +506,6 @@ void CRenderer::Resize(int width, int height)
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m->sceneRenderer.Resize(width, height);
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}
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void CRenderer::SetRenderPath(RenderPath rp)
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{
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if (!m->IsOpen)
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{
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// Delay until Open() is called.
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return;
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}
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// Renderer has been opened, so validate the selected renderpath
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if (rp == RenderPath::DEFAULT)
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rp = RenderPath::SHADER;
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// TODO: remove this once capabilities have been properly extracted and the above checks have been moved elsewhere.
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g_RenderingOptions.m_RenderPath = rp;
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MakeShadersDirty();
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}
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bool CRenderer::ShouldRender() const
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{
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return !g_app_minimized && (g_app_has_focus || !g_VideoMode.IsInFullscreen());
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