diff --git a/UI/GameSettingsScreen.cpp b/UI/GameSettingsScreen.cpp index 3e40f747ec..e7062b1482 100644 --- a/UI/GameSettingsScreen.cpp +++ b/UI/GameSettingsScreen.cpp @@ -161,6 +161,7 @@ void GameSettingsScreen::CreateViews() { auto ms = GetI18NCategory("MainSettings"); auto dev = GetI18NCategory("Developer"); auto ri = GetI18NCategory("RemoteISO"); + auto ps = GetI18NCategory("PostShaders"); root_ = new AnchorLayout(new LayoutParams(FILL_PARENT, FILL_PARENT)); @@ -283,15 +284,11 @@ void GameSettingsScreen::CreateViews() { altSpeed2->SetNegativeDisable(gr->T("Disabled")); graphicsSettings->Add(new ItemHeader(gr->T("Features"))); - // Hide postprocess option on unsupported backends to avoid confusion. - if (GetGPUBackend() != GPUBackend::DIRECT3D9) { - auto ps = GetI18NCategory("PostShaders"); - postProcChoice_ = graphicsSettings->Add(new ChoiceWithValueDisplay(&g_Config.sPostShaderName, gr->T("Postprocessing Shader"), &PostShaderTranslateName)); - postProcChoice_->OnClick.Handle(this, &GameSettingsScreen::OnPostProcShader); - postProcChoice_->SetEnabledFunc([] { - return !g_Config.bSoftwareRendering && g_Config.iRenderingMode != FB_NON_BUFFERED_MODE; - }); - } + postProcChoice_ = graphicsSettings->Add(new ChoiceWithValueDisplay(&g_Config.sPostShaderName, gr->T("Postprocessing Shader"), &PostShaderTranslateName)); + postProcChoice_->OnClick.Handle(this, &GameSettingsScreen::OnPostProcShader); + postProcChoice_->SetEnabledFunc([] { + return !g_Config.bSoftwareRendering && g_Config.iRenderingMode != FB_NON_BUFFERED_MODE; + }); #if !defined(MOBILE_DEVICE) graphicsSettings->Add(new CheckBox(&g_Config.bFullScreen, gr->T("FullScreen", "Full Screen")))->OnClick.Handle(this, &GameSettingsScreen::OnFullscreenChange); diff --git a/Windows/MainWindowMenu.cpp b/Windows/MainWindowMenu.cpp index c1a68cbc6b..978a73db5b 100644 --- a/Windows/MainWindowMenu.cpp +++ b/Windows/MainWindowMenu.cpp @@ -180,21 +180,16 @@ namespace MainWindow { const char *translatedShaderName = nullptr; availableShaders.clear(); - if (GetGPUBackend() == GPUBackend::DIRECT3D9) { - translatedShaderName = ps->T("Not available in Direct3D9 backend"); - AppendMenu(shaderMenu, MF_STRING | MF_BYPOSITION | MF_GRAYED, item++, ConvertUTF8ToWString(translatedShaderName).c_str()); - } else { - for (auto i = info.begin(); i != info.end(); ++i) { - int checkedStatus = MF_UNCHECKED; - availableShaders.push_back(i->section); - if (g_Config.sPostShaderName == i->section) { - checkedStatus = MF_CHECKED; - } - - translatedShaderName = ps->T(i->section.c_str(), i->name.c_str()); - - AppendMenu(shaderMenu, MF_STRING | MF_BYPOSITION | checkedStatus, item++, ConvertUTF8ToWString(translatedShaderName).c_str()); + for (auto i = info.begin(); i != info.end(); ++i) { + int checkedStatus = MF_UNCHECKED; + availableShaders.push_back(i->section); + if (g_Config.sPostShaderName == i->section) { + checkedStatus = MF_CHECKED; } + + translatedShaderName = ps->T(i->section.c_str(), i->name.c_str()); + + AppendMenu(shaderMenu, MF_STRING | MF_BYPOSITION | checkedStatus, item++, ConvertUTF8ToWString(translatedShaderName).c_str()); } menuShaderInfo = info;