(360) Shader filenames are now shown in settings menu
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025ea6608f
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@ -130,6 +130,7 @@ HRESULT CRetroArchShaderBrowser::OnInit(XUIMessageInit * pInitData, BOOL& bHandl
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HRESULT CRetroArchSettings::OnInit(XUIMessageInit * pInitData, BOOL& bHandled)
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HRESULT CRetroArchSettings::OnInit(XUIMessageInit * pInitData, BOOL& bHandled)
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{
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{
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char shader1str[128], shader2str[128];
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GetChildById(L"XuiSettingsList", &m_settingslist);
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GetChildById(L"XuiSettingsList", &m_settingslist);
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GetChildById(L"XuiBackButton", &m_back);
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GetChildById(L"XuiBackButton", &m_back);
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@ -138,8 +139,10 @@ HRESULT CRetroArchSettings::OnInit(XUIMessageInit * pInitData, BOOL& bHandled)
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m_settingslist.SetText(SETTING_HW_TEXTURE_FILTER, g_settings.video.smooth ? L"Hardware filtering shader #1: Linear interpolation" : L"Hardware filtering shader #1: Point filtering");
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m_settingslist.SetText(SETTING_HW_TEXTURE_FILTER, g_settings.video.smooth ? L"Hardware filtering shader #1: Linear interpolation" : L"Hardware filtering shader #1: Point filtering");
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m_settingslist.SetText(SETTING_HW_TEXTURE_FILTER_2, g_settings.video.second_pass_smooth ? L"Hardware filtering shader #2: Linear interpolation" : L"Hardware filtering shader #2: Point filtering");
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m_settingslist.SetText(SETTING_HW_TEXTURE_FILTER_2, g_settings.video.second_pass_smooth ? L"Hardware filtering shader #2: Linear interpolation" : L"Hardware filtering shader #2: Point filtering");
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m_settingslist.SetText(SETTING_SCALE_ENABLED, g_console.fbo_enabled ? L"Custom Scaling/Dual Shaders: ON" : L"Custom Scaling/Dual Shaders: OFF");
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m_settingslist.SetText(SETTING_SCALE_ENABLED, g_console.fbo_enabled ? L"Custom Scaling/Dual Shaders: ON" : L"Custom Scaling/Dual Shaders: OFF");
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m_settingslist.SetText(SETTING_SHADER, L"Shader #1: %s");
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snprintf(shader1str, sizeof(shader1str), "Shader #1: %s", g_settings.video.cg_shader_path);
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m_settingslist.SetText(SETTING_SHADER_2, L"Shader #2: %s");
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snprintf(shader2str, sizeof(shader2str), "Shader #2: %s", g_settings.video.second_pass_shader);
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m_settingslist.SetText(SETTING_SHADER, rarch_convert_char_to_wchar(shader1str));
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m_settingslist.SetText(SETTING_SHADER_2, rarch_convert_char_to_wchar(shader2str));
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return S_OK;
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return S_OK;
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}
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}
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