VideoCommon: update ShaderAsset to remove requirement of the code name being in the shader source, this just makes it more difficult to iteratively test changes, assume shader devs know what they are doing

This commit is contained in:
iwubcode 2025-11-20 22:00:50 -06:00
parent 4f30aaf1ca
commit 1f083a60c9

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@ -252,23 +252,7 @@ bool RasterSurfaceShaderData::FromJson(const VideoCommon::CustomAssetLibrary::As
}
const auto& properties_array = properties_iter->second.get<picojson::array>();
if (!ParseShaderProperties(asset_id, properties_array, properties))
return false;
for (const auto& [code_name, property] : *properties)
{
if (source.find(code_name) == std::string::npos)
{
ERROR_LOG_FMT(
VIDEO,
"Asset '{}' failed to parse json, the code name '{}' defined in the metadata was not "
"found in the source for '{}'",
asset_id, code_name, name);
return false;
}
}
return true;
return ParseShaderProperties(asset_id, properties_array, properties)
};
const auto parse_samplers =