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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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@ -889,12 +889,13 @@ void GRenderWindow::resizeEvent(QResizeEvent* event) {
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std::unique_ptr<Core::Frontend::GraphicsContext> GRenderWindow::CreateSharedContext() const {
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#ifdef HAS_OPENGL
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if (Settings::values.renderer_backend.GetValue() == Settings::RendererBackend::OpenGL) {
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if (Settings::values.renderer_backend.GetValue() == Settings::RendererBackend::OpenGL_GLSL
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|| Settings::values.renderer_backend.GetValue() == Settings::RendererBackend::OpenGL_GLASM
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|| Settings::values.renderer_backend.GetValue() == Settings::RendererBackend::OpenGL_SPIRV) {
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auto c = static_cast<OpenGLSharedContext*>(main_context.get());
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// Bind the shared contexts to the main surface in case the backend wants to take over
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// presentation
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return std::make_unique<OpenGLSharedContext>(c->GetShareContext(),
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child_widget->windowHandle());
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return std::make_unique<OpenGLSharedContext>(c->GetShareContext(), child_widget->windowHandle());
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}
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#endif
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return std::make_unique<DummyContext>();
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@ -912,15 +913,15 @@ bool GRenderWindow::InitRenderTarget() {
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first_frame = false;
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switch (Settings::values.renderer_backend.GetValue()) {
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case Settings::RendererBackend::OpenGL:
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if (!InitializeOpenGL()) {
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case Settings::RendererBackend::OpenGL_GLSL:
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case Settings::RendererBackend::OpenGL_GLASM:
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case Settings::RendererBackend::OpenGL_SPIRV:
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if (!InitializeOpenGL())
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return false;
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}
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break;
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case Settings::RendererBackend::Vulkan:
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if (!InitializeVulkan()) {
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if (!InitializeVulkan())
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return false;
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}
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break;
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case Settings::RendererBackend::Null:
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InitializeNull();
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@ -941,12 +942,10 @@ bool GRenderWindow::InitRenderTarget() {
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OnFramebufferSizeChanged();
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BackupGeometry();
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if (Settings::values.renderer_backend.GetValue() == Settings::RendererBackend::OpenGL) {
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if (!LoadOpenGL()) {
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return false;
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}
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}
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if (Settings::values.renderer_backend.GetValue() == Settings::RendererBackend::OpenGL_GLSL
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|| Settings::values.renderer_backend.GetValue() == Settings::RendererBackend::OpenGL_GLASM
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|| Settings::values.renderer_backend.GetValue() == Settings::RendererBackend::OpenGL_SPIRV)
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return LoadOpenGL();
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return true;
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}
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