[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

@ -570,11 +570,9 @@ MainWindow::MainWindow(bool has_broken_vulkan)
if (has_broken_vulkan) {
UISettings::values.has_broken_vulkan = true;
QMessageBox::warning(this, tr("Broken Vulkan Installation Detected"),
tr("Vulkan initialization failed during boot."));
QMessageBox::warning(this, tr("Broken Vulkan Installation Detected"), tr("Vulkan initialization failed during boot."));
#ifdef HAS_OPENGL
Settings::values.renderer_backend = Settings::RendererBackend::OpenGL;
Settings::values.renderer_backend = Settings::RendererBackend::OpenGL_GLSL;
#else
Settings::values.renderer_backend = Settings::RendererBackend::Null;
#endif
@ -3625,7 +3623,7 @@ void MainWindow::OnToggleGraphicsAPI() {
api = Settings::RendererBackend::Vulkan;
} else {
#ifdef HAS_OPENGL
api = Settings::RendererBackend::OpenGL;
api = Settings::RendererBackend::OpenGL_GLSL;
#else
api = Settings::RendererBackend::Null;
#endif
@ -4270,13 +4268,7 @@ void MainWindow::UpdateAPIText() {
const auto api = Settings::values.renderer_backend.GetValue();
const auto renderer_status_text =
ConfigurationShared::renderer_backend_texts_map.find(api)->second;
renderer_status_button->setText(
api == Settings::RendererBackend::OpenGL
? tr("%1 %2").arg(renderer_status_text.toUpper(),
ConfigurationShared::shader_backend_texts_map
.find(Settings::values.shader_backend.GetValue())
->second)
: renderer_status_text.toUpper());
renderer_status_button->setText(renderer_status_text.toUpper());
}
void MainWindow::UpdateFilterText() {