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Add shaderMode option and remove useUbershader option
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91ebff1b5f
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8 changed files with 68 additions and 19 deletions
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@ -21,6 +21,20 @@ enum class RendererType : s8 {
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};
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struct EmulatorConfig;
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enum class ShaderMode {
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Specialized = 1,
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Ubershader = 2,
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Hybrid = 3,
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};
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// For now, use specialized shaders by default on MacOS as M1 drivers are buggy when using the ubershader, and on Android since mobile GPUs are
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// horrible. On other platforms we default to ubershader + shadergen fallback for lights
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#if defined(__ANDROID__) || defined(__APPLE__)
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static constexpr ShaderMode defaultShaderMode = ShaderMode::Specialized;
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#else
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static constexpr ShaderMode defaultShaderMode = ShaderMode::Ubershader;
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#endif
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class GPU;
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struct SDL_Window;
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@ -56,6 +70,8 @@ class Renderer {
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static constexpr u32 vertexBufferSize = 0x10000;
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static std::optional<RendererType> typeFromString(std::string inString);
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static const char* typeToString(RendererType rendererType);
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static std::optional<ShaderMode> shaderModeFromString(std::string inString);
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static const char* shaderModeToString(ShaderMode shaderMode);
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virtual void reset() = 0;
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virtual void display() = 0; // Display the 3DS screen contents to the window
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@ -77,7 +93,7 @@ class Renderer {
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virtual std::string getUbershader() { return ""; }
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virtual void setUbershader(const std::string& shader) {}
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virtual void setUbershaderSetting(bool value) {}
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virtual void setShaderMode(ShaderMode shaderMode) {}
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// Functions for initializing the graphics context for the Qt frontend, where we don't have the convenience of SDL_Window
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#ifdef PANDA3DS_FRONTEND_QT
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