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