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[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>
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9 changed files with 125 additions and 89 deletions
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@ -3784,14 +3784,30 @@ void MainWindow::OnToggleAdaptingFilter() {
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void MainWindow::OnToggleGraphicsAPI() {
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auto api = Settings::values.renderer_backend.GetValue();
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if (api != Settings::RendererBackend::Vulkan) {
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api = Settings::RendererBackend::Vulkan;
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} else {
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switch (api) {
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#ifdef HAS_OPENGL
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case Settings::RendererBackend::Vulkan:
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api = Settings::RendererBackend::OpenGL_GLSL;
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#else
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break;
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case Settings::RendererBackend::OpenGL_GLSL:
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api = Settings::RendererBackend::OpenGL_GLSL;
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break;
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case Settings::RendererBackend::OpenGL_SPIRV:
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api = Settings::RendererBackend::OpenGL_GLASM;
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break;
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case Settings::RendererBackend::OpenGL_GLASM:
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api = Settings::RendererBackend::Null;
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break;
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#else
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case Settings::RendererBackend::Vulkan:
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api = Settings::RendererBackend::Null;
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break;
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#endif
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case Settings::RendererBackend::Null:
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api = Settings::RendererBackend::Vulkan;
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break;
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default:
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break;
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}
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Settings::values.renderer_backend.SetValue(api);
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renderer_status_button->setChecked(api == Settings::RendererBackend::Vulkan);
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