mirror of
https://github.com/wheremyfoodat/Panda3DS.git
synced 2025-04-08 23:25:40 +12:00
Replace ENABLE_OPENGL
with PANDA3DS_ENABLE_OPENGL
This commit is contained in:
parent
c53080b444
commit
a636a0d1da
4 changed files with 10 additions and 10 deletions
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@ -19,7 +19,7 @@ endif()
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option(DISABLE_PANIC_DEV "Make a build with fewer and less intrusive asserts" OFF)
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option(DISABLE_PANIC_DEV "Make a build with fewer and less intrusive asserts" OFF)
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option(GPU_DEBUG_INFO "Enable additional GPU debugging info" OFF)
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option(GPU_DEBUG_INFO "Enable additional GPU debugging info" OFF)
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option(ENABLE_OPENGL "Enable OpenGL rendering backend" ON)
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option(PANDA3DS_ENABLE_OPENGL "Enable OpenGL rendering backend" ON)
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option(ENABLE_LTO "Enable link-time optimization" OFF)
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option(ENABLE_LTO "Enable link-time optimization" OFF)
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option(ENABLE_USER_BUILD "Make a user-facing build. These builds have various assertions disabled, LTO, and more" OFF)
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option(ENABLE_USER_BUILD "Make a user-facing build. These builds have various assertions disabled, LTO, and more" OFF)
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option(ENABLE_HTTP_SERVER "Enable HTTP server. Used for Discord bot support" OFF)
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option(ENABLE_HTTP_SERVER "Enable HTTP server. Used for Discord bot support" OFF)
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@ -180,8 +180,8 @@ endif()
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target_link_libraries(Alber PRIVATE dynarmic SDL2-static cryptopp)
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target_link_libraries(Alber PRIVATE dynarmic SDL2-static cryptopp)
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if(ENABLE_OPENGL)
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if(PANDA3DS_ENABLE_OPENGL)
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target_compile_definitions(Alber PUBLIC "ENABLE_OPENGL=1")
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target_compile_definitions(Alber PUBLIC "PANDA3DS_ENABLE_OPENGL=1")
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set(RENDERER_GL_INCLUDE_FILES include/opengl.hpp
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set(RENDERER_GL_INCLUDE_FILES include/opengl.hpp
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include/renderer_gl/renderer_gl.hpp include/renderer_gl/textures.hpp
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include/renderer_gl/renderer_gl.hpp include/renderer_gl/textures.hpp
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@ -13,7 +13,7 @@
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#include "io_file.hpp"
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#include "io_file.hpp"
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#include "memory.hpp"
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#include "memory.hpp"
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#if ENABLE_OPENGL
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#if PANDA3DS_ENABLE_OPENGL
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#include "gl_state.hpp"
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#include "gl_state.hpp"
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#endif
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#endif
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@ -33,7 +33,7 @@ class Emulator {
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EmulatorConfig config;
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EmulatorConfig config;
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SDL_Window* window;
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SDL_Window* window;
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#if ENABLE_OPENGL
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#if PANDA3DS_ENABLE_OPENGL
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SDL_GLContext glContext;
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SDL_GLContext glContext;
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GLStateManager gl;
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GLStateManager gl;
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#endif
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#endif
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@ -8,7 +8,7 @@
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#include "PICA/float_types.hpp"
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#include "PICA/float_types.hpp"
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#include "PICA/regs.hpp"
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#include "PICA/regs.hpp"
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#if ENABLE_OPENGL
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#if PANDA3DS_ENABLE_OPENGL
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#include "renderer_gl/renderer_gl.hpp"
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#include "renderer_gl/renderer_gl.hpp"
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#endif
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#endif
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@ -21,7 +21,7 @@ GPU::GPU(Memory& mem, EmulatorConfig& config) : mem(mem), config(config) {
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mem.setVRAM(vram); // Give the bus a pointer to our VRAM
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mem.setVRAM(vram); // Give the bus a pointer to our VRAM
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// TODO: configurable backend
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// TODO: configurable backend
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#if ENABLE_OPENGL
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#if PANDA3DS_ENABLE_OPENGL
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renderer.reset(new RendererGL(*this, regs));
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renderer.reset(new RendererGL(*this, regs));
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#endif
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#endif
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}
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}
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@ -2,7 +2,7 @@
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#include <stb_image_write.h>
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#include <stb_image_write.h>
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#if ENABLE_OPENGL
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#if PANDA3DS_ENABLE_OPENGL
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#include <glad/gl.h>
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#include <glad/gl.h>
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#endif
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#endif
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@ -27,7 +27,7 @@ Emulator::Emulator() : kernel(cpu, memory, gpu), cpu(memory, kernel), gpu(memory
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Helpers::warn("Failed to initialize SDL2 GameController: %s", SDL_GetError());
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Helpers::warn("Failed to initialize SDL2 GameController: %s", SDL_GetError());
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}
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}
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#if ENABLE_OPENGL
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#if PANDA3DS_ENABLE_OPENGL
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// Request OpenGL 4.1 Core (Max available on MacOS)
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// Request OpenGL 4.1 Core (Max available on MacOS)
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// MacOS gets mad if we don't explicitly demand a core profile
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// MacOS gets mad if we don't explicitly demand a core profile
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
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@ -434,7 +434,7 @@ bool Emulator::loadELF(std::ifstream& file) {
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// Reset our graphics context and initialize the GPU's graphics context
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// Reset our graphics context and initialize the GPU's graphics context
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void Emulator::initGraphicsContext() {
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void Emulator::initGraphicsContext() {
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#if ENABLE_OPENGL
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#if PANDA3DS_ENABLE_OPENGL
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gl.reset(); // TODO (For when we have multiple backends): Only do this if we are using OpenGL
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gl.reset(); // TODO (For when we have multiple backends): Only do this if we are using OpenGL
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#endif
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#endif
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gpu.initGraphicsContext();
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gpu.initGraphicsContext();
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