Prepare frontend for multiple graphics APIs (#6347)
* externals: Update dynarmic * settings: Introduce GraphicsAPI enum * For now it's OpenGL only but will be expanded upon later * citra_qt: Introduce backend agnostic context management * Mostly a direct port from yuzu * core: Simplify context acquire * settings: Add option to create debug contexts * renderer_opengl: Abstract initialization to Driver * This commit also updates glad and adds some useful extensions which we will use in part 2 * Rasterizer construction is moved to the specific renderer instead of RendererBase. Software rendering has been disable to achieve this but will be brought back in the next commit. * video_core: Remove Init/Shutdown methods from renderer * The constructor and destructor can do the same job * In addition move opengl function loading to Qt since SDL already does this. Also remove ErrorVideoCore which is never reached * citra_qt: Decouple software renderer from opengl part 1 * citra: Decouple software renderer from opengl part 2 * android: Decouple software renderer from opengl part 3 * swrasterizer: Decouple software renderer from opengl part 4 * This commit simply enforces the renderer naming conventions in the software renderer * video_core: Move RendererBase to VideoCore * video_core: De-globalize screenshot state * video_core: Pass system to the renderers * video_core: Commonize shader uniform data * video_core: Abstract backend agnostic rasterizer operations * bootmanager: Remove references to OpenGL for macOS OpenGL macOS headers definitions clash heavily with each other * citra_qt: Proper title for api settings * video_core: Reduce boost usage * bootmanager: Fix hide mouse option Remove event handlers from RenderWidget for events that are already handled by the parent GRenderWindow. Also enable mouse tracking on the RenderWidget. * android: Remove software from graphics api list * code: Address review comments * citra: Port per-game settings read * Having to update the default value for all backends is a pain so lets centralize it * android: Rename to OpenGLES --------- Co-authored-by: MerryMage <MerryMage@users.noreply.github.com> Co-authored-by: Vitor Kiguchi <vitor-kiguchi@hotmail.com>
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parent
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99 changed files with 3165 additions and 4501 deletions
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@ -20,6 +20,8 @@
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namespace Settings {
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namespace {
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std::string_view GetAudioEmulationName(AudioEmulation emulation) {
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switch (emulation) {
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case AudioEmulation::HLE:
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@ -31,6 +33,17 @@ std::string_view GetAudioEmulationName(AudioEmulation emulation) {
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}
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};
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std::string_view GetGraphicsAPIName(GraphicsAPI api) {
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switch (api) {
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case GraphicsAPI::Software:
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return "Software";
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case GraphicsAPI::OpenGL:
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return "OpenGL";
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}
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}
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} // Anonymous namespace
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Values values = {};
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static bool configuring_global = true;
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@ -38,7 +51,6 @@ void Apply() {
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GDBStub::SetServerPort(values.gdbstub_port.GetValue());
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GDBStub::ToggleServer(values.use_gdbstub.GetValue());
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VideoCore::g_hw_renderer_enabled = values.use_hw_renderer.GetValue();
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VideoCore::g_shader_jit_enabled = values.use_shader_jit.GetValue();
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VideoCore::g_hw_shader_enabled = values.use_hw_shader.GetValue();
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VideoCore::g_separable_shader_enabled = values.separable_shader.GetValue();
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@ -101,7 +113,7 @@ void LogSettings() {
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log_setting("Core_UseCpuJit", values.use_cpu_jit.GetValue());
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log_setting("Core_CPUClockPercentage", values.cpu_clock_percentage.GetValue());
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log_setting("Renderer_UseGLES", values.use_gles.GetValue());
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log_setting("Renderer_UseHwRenderer", values.use_hw_renderer.GetValue());
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log_setting("Renderer_GraphicsAPI", GetGraphicsAPIName(values.graphics_api.GetValue()));
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log_setting("Renderer_UseHwShader", values.use_hw_shader.GetValue());
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log_setting("Renderer_SeparableShader", values.separable_shader.GetValue());
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log_setting("Renderer_ShadersAccurateMul", values.shaders_accurate_mul.GetValue());
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@ -186,7 +198,7 @@ void RestoreGlobalState(bool is_powered_on) {
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values.is_new_3ds.SetGlobal(true);
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// Renderer
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values.use_hw_renderer.SetGlobal(true);
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values.graphics_api.SetGlobal(true);
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values.use_hw_shader.SetGlobal(true);
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values.separable_shader.SetGlobal(true);
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values.use_disk_shader_cache.SetGlobal(true);
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