Add shaderMode option and remove useUbershader option

This commit is contained in:
offtkp 2024-07-31 01:44:55 +03:00
parent 91ebff1b5f
commit 1b779cafa1
8 changed files with 68 additions and 19 deletions

View file

@ -21,6 +21,20 @@ enum class RendererType : s8 {
};
struct EmulatorConfig;
enum class ShaderMode {
Specialized = 1,
Ubershader = 2,
Hybrid = 3,
};
// 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
// horrible. On other platforms we default to ubershader + shadergen fallback for lights
#if defined(__ANDROID__) || defined(__APPLE__)
static constexpr ShaderMode defaultShaderMode = ShaderMode::Specialized;
#else
static constexpr ShaderMode defaultShaderMode = ShaderMode::Ubershader;
#endif
class GPU;
struct SDL_Window;
@ -56,6 +70,8 @@ class Renderer {
static constexpr u32 vertexBufferSize = 0x10000;
static std::optional<RendererType> typeFromString(std::string inString);
static const char* typeToString(RendererType rendererType);
static std::optional<ShaderMode> shaderModeFromString(std::string inString);
static const char* shaderModeToString(ShaderMode shaderMode);
virtual void reset() = 0;
virtual void display() = 0; // Display the 3DS screen contents to the window
@ -77,7 +93,7 @@ class Renderer {
virtual std::string getUbershader() { return ""; }
virtual void setUbershader(const std::string& shader) {}
virtual void setUbershaderSetting(bool value) {}
virtual void setShaderMode(ShaderMode shaderMode) {}
// Functions for initializing the graphics context for the Qt frontend, where we don't have the convenience of SDL_Window
#ifdef PANDA3DS_FRONTEND_QT