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[common] merge RenderBackend and ShaderBackend options (#3313)
first of all it makes UI a tad bit more simple and benefits the end user second, it allows to add new backends a bit more easily and also, there was a shader backend option in android... we don't use opengl in android so may as well save ourselves the trouble, aye  Signed-off-by: lizzie <lizzie@eden-emu.dev> Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3313 Reviewed-by: Maufeat <sahyno1996@gmail.com> Reviewed-by: DraVee <dravee@eden-emu.dev> Co-authored-by: lizzie <lizzie@eden-emu.dev> Co-committed-by: lizzie <lizzie@eden-emu.dev>
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ed0276582e
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45 changed files with 133 additions and 351 deletions
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@ -56,7 +56,6 @@ SWITCHABLE(Region, true);
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SWITCHABLE(RendererBackend, true);
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SWITCHABLE(ScalingFilter, false);
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SWITCHABLE(SpirvOptimizeMode, true);
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SWITCHABLE(ShaderBackend, true);
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SWITCHABLE(TimeZone, true);
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SETTING(VSyncMode, true);
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SWITCHABLE(bool, false);
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@ -78,7 +78,6 @@ SWITCHABLE(Region, true);
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SWITCHABLE(RendererBackend, true);
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SWITCHABLE(ScalingFilter, false);
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SWITCHABLE(SpirvOptimizeMode, true);
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SWITCHABLE(ShaderBackend, true);
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SWITCHABLE(TimeZone, true);
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SETTING(VSyncMode, true);
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SWITCHABLE(bool, false);
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@ -313,20 +312,12 @@ struct Values {
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// Renderer
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SwitchableSetting<RendererBackend, true> renderer_backend{linkage,
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#if defined(__sun__) || defined(__managarm__)
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RendererBackend::OpenGL,
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RendererBackend::OpenGL_GLSL,
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#else
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RendererBackend::Vulkan,
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RendererBackend::Vulkan,
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#endif
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"backend", Category::Renderer};
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SwitchableSetting<ShaderBackend, true> shader_backend{linkage,
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#if defined(__sun__) || defined(__managarm__)
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ShaderBackend::Glsl,
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#else
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ShaderBackend::SpirV,
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#endif
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"shader_backend", Category::Renderer, Specialization::RuntimeList};
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SwitchableSetting<int> vulkan_device{linkage, 0, "vulkan_device", Category::Renderer,
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Specialization::RuntimeList};
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"backend", Category::Renderer};
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SwitchableSetting<int> vulkan_device{linkage, 0, "vulkan_device", Category::Renderer, Specialization::RuntimeList};
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// Graphics Settings
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ResolutionScalingInfo resolution_info{};
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@ -131,8 +131,7 @@ ENUM(AstcDecodeMode, Cpu, Gpu, CpuAsynchronous);
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ENUM(AstcRecompression, Uncompressed, Bc1, Bc3);
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ENUM(VSyncMode, Immediate, Mailbox, Fifo, FifoRelaxed);
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ENUM(VramUsageMode, Conservative, Aggressive);
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ENUM(RendererBackend, OpenGL, Vulkan, Null);
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ENUM(ShaderBackend, Glsl, Glasm, SpirV);
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ENUM(RendererBackend, OpenGL_GLSL, Vulkan, Null, OpenGL_GLASM, OpenGL_SPIRV);
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ENUM(GpuAccuracy, Low, Medium, High);
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ENUM(DmaAccuracy, Default, Unsafe, Safe);
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ENUM(CpuBackend, Dynarmic, Nce);
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