Prepare frontend for multiple graphics APIs (#6347)
* externals: Update dynarmic * settings: Introduce GraphicsAPI enum * For now it's OpenGL only but will be expanded upon later * citra_qt: Introduce backend agnostic context management * Mostly a direct port from yuzu * core: Simplify context acquire * settings: Add option to create debug contexts * renderer_opengl: Abstract initialization to Driver * This commit also updates glad and adds some useful extensions which we will use in part 2 * Rasterizer construction is moved to the specific renderer instead of RendererBase. Software rendering has been disable to achieve this but will be brought back in the next commit. * video_core: Remove Init/Shutdown methods from renderer * The constructor and destructor can do the same job * In addition move opengl function loading to Qt since SDL already does this. Also remove ErrorVideoCore which is never reached * citra_qt: Decouple software renderer from opengl part 1 * citra: Decouple software renderer from opengl part 2 * android: Decouple software renderer from opengl part 3 * swrasterizer: Decouple software renderer from opengl part 4 * This commit simply enforces the renderer naming conventions in the software renderer * video_core: Move RendererBase to VideoCore * video_core: De-globalize screenshot state * video_core: Pass system to the renderers * video_core: Commonize shader uniform data * video_core: Abstract backend agnostic rasterizer operations * bootmanager: Remove references to OpenGL for macOS OpenGL macOS headers definitions clash heavily with each other * citra_qt: Proper title for api settings * video_core: Reduce boost usage * bootmanager: Fix hide mouse option Remove event handlers from RenderWidget for events that are already handled by the parent GRenderWindow. Also enable mouse tracking on the RenderWidget. * android: Remove software from graphics api list * code: Address review comments * citra: Port per-game settings read * Having to update the default value for all backends is a pain so lets centralize it * android: Rename to OpenGLES --------- Co-authored-by: MerryMage <MerryMage@users.noreply.github.com> Co-authored-by: Vitor Kiguchi <vitor-kiguchi@hotmail.com>
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@@ -7,7 +7,6 @@
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#include <cmath>
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#include <numeric>
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#include <boost/container/static_vector.hpp>
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#include <boost/range/algorithm/fill.hpp>
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#include <nihstro/shader_bytecode.h>
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#include "common/assert.h"
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#include "common/common_types.h"
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@@ -688,7 +687,7 @@ DebugData<true> InterpreterEngine::ProduceDebugInfo(const ShaderSetup& setup,
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DebugData<true> debug_data;
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// Setup input register table
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boost::fill(state.registers.input, Common::Vec4<float24>::AssignToAll(float24::Zero()));
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state.registers.input.fill(Common::Vec4<float24>::AssignToAll(float24::Zero()));
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state.LoadInput(config, input);
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RunInterpreter(setup, state, debug_data, setup.engine_data.entry_point);
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return debug_data;
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