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add more custom screen resolutions, fix build
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@@ -163,15 +163,10 @@ static FILE *GetDebugFileHandle( void )
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// mat_autosave_glshaders instructs the engine to save out the shader table at key points
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// to the filename glshaders.cfg
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//
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#ifdef ANDROID
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ConVar mat_autosave_glshaders( "mat_autosave_glshaders", "0" );
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ConVar mat_autoload_glshaders( "mat_autoload_glshaders", "0" );
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#else
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ConVar mat_autosave_glshaders( "mat_autosave_glshaders", "1" );
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ConVar mat_autoload_glshaders( "mat_autoload_glshaders", "1" );
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#endif
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#endif
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//-----------------------------------------------------------------------------
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// Explicit instantiation of shader buffer implementation
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//-----------------------------------------------------------------------------
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@@ -943,7 +938,8 @@ void CShaderManager::Shutdown()
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}
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#endif
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#ifdef DX_TO_GL_ABSTRACTION
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#if defined (DX_TO_GL_ABSTRACTION) && !defined (ANDROID)
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if (mat_autosave_glshaders.GetInt())
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{
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SaveShaderCache("glshaders.cfg");
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@@ -3757,6 +3753,10 @@ CON_COMMAND( mat_shadercount, "display count of all shaders and reset that count
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#if defined( DX_TO_GL_ABSTRACTION )
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void CShaderManager::DoStartupShaderPreloading()
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{
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#ifdef ANDROID // Too slow
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return;
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#endif
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if (mat_autoload_glshaders.GetInt())
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{
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double flStartTime = Plat_FloatTime();
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