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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@ -15,6 +15,11 @@
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namespace Settings {
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enum class GraphicsAPI {
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Software = 0,
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OpenGL = 1,
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};
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enum class InitClock : u32 {
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SystemTime = 0,
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FixedTime = 1,
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@ -415,8 +420,9 @@ struct Values {
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Setting<bool> allow_plugin_loader{true, "allow_plugin_loader"};
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// Renderer
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SwitchableSetting<GraphicsAPI> graphics_api{GraphicsAPI::OpenGL, "graphics_api"};
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Setting<bool> use_gles{false, "use_gles"};
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SwitchableSetting<bool> use_hw_renderer{true, "use_hw_renderer"};
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Setting<bool> renderer_debug{false, "renderer_debug"};
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SwitchableSetting<bool> use_hw_shader{true, "use_hw_shader"};
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SwitchableSetting<bool> separable_shader{false, "use_separable_shader"};
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SwitchableSetting<bool> use_disk_shader_cache{true, "use_disk_shader_cache"};
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