[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

![image](/attachments/c0195bca-da18-4907-9e4a-3b62c4292f1a)

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>
This commit is contained in:
lizzie 2026-01-18 12:33:00 +01:00 committed by crueter
parent ed0276582e
commit 291b5febec
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GPG key ID: 425ACD2D4830EBC6
45 changed files with 133 additions and 351 deletions

View file

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