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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@ -37,6 +37,7 @@ ConfigureDebug::ConfigureDebug(QWidget* parent)
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const bool is_powered_on = Core::System::GetInstance().IsPoweredOn();
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ui->toggle_cpu_jit->setEnabled(!is_powered_on);
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ui->toggle_renderer_debug->setEnabled(!is_powered_on);
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// Set a minimum width for the label to prevent the slider from changing size.
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// This scales across DPIs. (This value should be enough for "xxx%")
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@ -62,6 +63,7 @@ void ConfigureDebug::SetConfiguration() {
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ui->toggle_console->setChecked(UISettings::values.show_console.GetValue());
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ui->log_filter_edit->setText(QString::fromStdString(Settings::values.log_filter.GetValue()));
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ui->toggle_cpu_jit->setChecked(Settings::values.use_cpu_jit.GetValue());
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ui->toggle_renderer_debug->setChecked(Settings::values.renderer_debug.GetValue());
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if (!Settings::IsConfiguringGlobal()) {
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if (Settings::values.cpu_clock_percentage.UsingGlobal()) {
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@ -91,6 +93,7 @@ void ConfigureDebug::ApplyConfiguration() {
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filter.ParseFilterString(Settings::values.log_filter.GetValue());
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Log::SetGlobalFilter(filter);
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Settings::values.use_cpu_jit = ui->toggle_cpu_jit->isChecked();
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Settings::values.renderer_debug = ui->toggle_renderer_debug->isChecked();
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ConfigurationShared::ApplyPerGameSetting(
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&Settings::values.cpu_clock_percentage, ui->clock_speed_combo,
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