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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@ -431,17 +431,7 @@ System::ResultStatus System::Init(Frontend::EmuWindow& emu_window,
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video_dumper = std::make_unique<VideoDumper::NullBackend>();
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#endif
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VideoCore::ResultStatus result = VideoCore::Init(emu_window, secondary_window, *memory);
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if (result != VideoCore::ResultStatus::Success) {
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switch (result) {
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case VideoCore::ResultStatus::ErrorGenericDrivers:
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return ResultStatus::ErrorVideoCore_ErrorGenericDrivers;
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case VideoCore::ResultStatus::ErrorBelowGL43:
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return ResultStatus::ErrorVideoCore_ErrorBelowGL43;
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default:
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return ResultStatus::ErrorVideoCore;
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}
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}
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VideoCore::Init(emu_window, secondary_window, *this);
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LOG_DEBUG(Core, "Initialized OK");
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@ -450,7 +440,7 @@ System::ResultStatus System::Init(Frontend::EmuWindow& emu_window,
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return ResultStatus::Success;
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}
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RendererBase& System::Renderer() {
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VideoCore::RendererBase& System::Renderer() {
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return *VideoCore::g_renderer;
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}
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