[video_core] Properly disable/avoid building OpenGL when it's disabled (#3692)

- OpenGL symbols would still be included in builds without OpenGL, this pr fixes that
- Same goes for Vulkan, but now with `ENABLE_VULKAN`
- Add support to have OpenGL-only builds (why would you do this?)
- Add support for headless runs (yes you could just select NULL backend, but why not compile it headless? :)

Signed-off-by: lizzie <lizzie@eden-emu.dev>
Reviewed-on: https://git.eden-emu.dev/eden-emu/eden/pulls/3692
Reviewed-by: crueter <crueter@eden-emu.dev>
Reviewed-by: DraVee <chimera@dravee.dev>
Reviewed-by: MaranBr <maranbr@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 2026-03-11 16:49:29 +01:00 committed by crueter
parent d35fc7b7ee
commit 5a0780b826
No known key found for this signature in database
GPG key ID: 425ACD2D4830EBC6
9 changed files with 125 additions and 89 deletions

View file

@ -1020,8 +1020,7 @@ bool GRenderWindow::InitializeOpenGL() {
return true;
#else
QMessageBox::warning(this, tr("OpenGL not available!"),
tr("Eden has not been compiled with OpenGL support."));
QMessageBox::warning(this, tr("OpenGL not available!"), tr("Eden has not been compiled with OpenGL support."));
return false;
#endif
}
@ -1031,7 +1030,6 @@ bool GRenderWindow::InitializeVulkan() {
child_widget = child;
child_widget->windowHandle()->create();
main_context = std::make_unique<DummyContext>();
return true;
}

View file

@ -3784,14 +3784,30 @@ void MainWindow::OnToggleAdaptingFilter() {
void MainWindow::OnToggleGraphicsAPI() {
auto api = Settings::values.renderer_backend.GetValue();
if (api != Settings::RendererBackend::Vulkan) {
api = Settings::RendererBackend::Vulkan;
} else {
switch (api) {
#ifdef HAS_OPENGL
case Settings::RendererBackend::Vulkan:
api = Settings::RendererBackend::OpenGL_GLSL;
#else
break;
case Settings::RendererBackend::OpenGL_GLSL:
api = Settings::RendererBackend::OpenGL_GLSL;
break;
case Settings::RendererBackend::OpenGL_SPIRV:
api = Settings::RendererBackend::OpenGL_GLASM;
break;
case Settings::RendererBackend::OpenGL_GLASM:
api = Settings::RendererBackend::Null;
break;
#else
case Settings::RendererBackend::Vulkan:
api = Settings::RendererBackend::Null;
break;
#endif
case Settings::RendererBackend::Null:
api = Settings::RendererBackend::Vulkan;
break;
default:
break;
}
Settings::values.renderer_backend.SetValue(api);
renderer_status_button->setChecked(api == Settings::RendererBackend::Vulkan);

View file

@ -1,6 +1,10 @@
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: Copyright 2022 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
// Don't move this! put it below and MSVC will get angry!
#include "video_core/vulkan_common/vulkan_wrapper.h"
#ifdef _WIN32

View file

@ -77,4 +77,5 @@ void PopulateRecords(std::vector<Record>& records, QWindow* window) try {
} catch (const Vulkan::vk::Exception& exception) {
LOG_ERROR(Frontend, "Failed to enumerate devices with error: {}", exception.what());
}
} // namespace VkDeviceInfo