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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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@ -163,10 +163,6 @@ std::unique_ptr<TranslationMap> InitializeTranslations(QObject* parent)
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vulkan_device,
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tr("Device:"),
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tr("This setting selects the GPU to use (Vulkan only)."));
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INSERT(Settings,
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shader_backend,
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tr("Shader Backend:"),
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tr("The shader backend to use with OpenGL.\nGLSL is recommended."));
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INSERT(Settings,
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resolution_setup,
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tr("Resolution:"),
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@ -498,21 +494,15 @@ std::unique_ptr<ComboboxTranslationMap> ComboboxEnumeration(QObject* parent)
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PAIR(VramUsageMode, Conservative, tr("Conservative")),
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PAIR(VramUsageMode, Aggressive, tr("Aggressive")),
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}});
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translations->insert({Settings::EnumMetadata<Settings::RendererBackend>::Index(),
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{
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translations->insert({Settings::EnumMetadata<Settings::RendererBackend>::Index(), {
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PAIR(RendererBackend, Vulkan, tr("Vulkan")),
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#ifdef HAS_OPENGL
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PAIR(RendererBackend, OpenGL, tr("OpenGL")),
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PAIR(RendererBackend, OpenGL_GLSL, tr("OpenGL GLSL")),
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PAIR(RendererBackend, OpenGL_GLASM, tr("OpenGL GLASM (Assembly Shaders, NVIDIA Only)")),
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PAIR(RendererBackend, OpenGL_SPIRV, tr("OpenGL SPIR-V (Experimental, AMD/Mesa Only)")),
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#endif
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PAIR(RendererBackend, Vulkan, tr("Vulkan")),
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PAIR(RendererBackend, Null, tr("Null")),
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}});
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translations->insert(
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{Settings::EnumMetadata<Settings::ShaderBackend>::Index(),
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{
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PAIR(ShaderBackend, Glsl, tr("GLSL")),
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PAIR(ShaderBackend, Glasm, tr("GLASM (Assembly Shaders, NVIDIA Only)")),
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PAIR(ShaderBackend, SpirV, tr("SPIR-V (Experimental, AMD/Mesa Only)")),
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}});
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PAIR(RendererBackend, Null, tr("Null"))
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}});
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translations->insert({Settings::EnumMetadata<Settings::GpuAccuracy>::Index(),
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{
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PAIR(GpuAccuracy, Low, tr("Fast")),
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