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