[GPU/Common/DX9/GLES/Software] Object out of scope optimization for better codegeneration (lower level scope)

This commit is contained in:
Herman Semenov
2023-12-20 12:34:34 +03:00
parent 2a31f8c6c0
commit ca94de8d4b
8 changed files with 15 additions and 11 deletions
+1 -1
View File
@@ -594,7 +594,6 @@ VSShader *ShaderManagerDX9::ApplyShader(bool useHWTransform, bool useHWTessellat
vs = new VSShader(device_, VSID, codeBuffer_, useHWTransform);
}
if (!vs || vs->Failed()) {
auto gr = GetI18NCategory(I18NCat::GRAPHICS);
if (!vs) {
// TODO: Report this?
ERROR_LOG(G3D, "Shader generation failed, falling back to software transform");
@@ -602,6 +601,7 @@ VSShader *ShaderManagerDX9::ApplyShader(bool useHWTransform, bool useHWTessellat
ERROR_LOG(G3D, "Shader compilation failed, falling back to software transform");
}
if (!g_Config.bHideSlowWarnings) {
auto gr = GetI18NCategory(I18NCat::GRAPHICS);
g_OSD.Show(OSDType::MESSAGE_ERROR, gr->T("hardware transform error - falling back to software"), 2.5f);
}
delete vs;