Settings: Add Default renderer option

This commit is contained in:
Stenzek 2023-09-23 13:24:18 +10:00
parent c986d0ea78
commit 7edb57ca15
4 changed files with 31 additions and 21 deletions

View file

@ -894,9 +894,11 @@ const char* Settings::GetCPUFastmemModeDisplayName(CPUFastmemMode mode)
return Host::TranslateToCString("CPUFastmemMode", s_cpu_fastmem_mode_display_names[static_cast<u8>(mode)]);
}
static constexpr auto s_gpu_renderer_names = make_array(
static constexpr std::array<const char*, static_cast<u32>(GPURenderer::Count)> s_gpu_renderer_names = {{
"Automatic",
#ifdef _WIN32
"D3D11", "D3D12",
"D3D11",
"D3D12",
#endif
#ifdef __APPLE__
"Metal",
@ -907,10 +909,13 @@ static constexpr auto s_gpu_renderer_names = make_array(
#ifdef ENABLE_OPENGL
"OpenGL",
#endif
"Software");
static constexpr auto s_gpu_renderer_display_names = make_array(
"Software",
}};
static constexpr std::array<const char*, static_cast<u32>(GPURenderer::Count)> s_gpu_renderer_display_names = {{
TRANSLATE_NOOP("GPURenderer", "Automatic"),
#ifdef _WIN32
TRANSLATE_NOOP("GPURenderer", "Hardware (D3D11)"), TRANSLATE_NOOP("GPURenderer", "Hardware (D3D12)"),
TRANSLATE_NOOP("GPURenderer", "Hardware (D3D11)"),
TRANSLATE_NOOP("GPURenderer", "Hardware (D3D12)"),
#endif
#ifdef __APPLE__
TRANSLATE_NOOP("GPURenderer", "Hardware (Metal)"),
@ -921,7 +926,8 @@ static constexpr auto s_gpu_renderer_display_names = make_array(
#ifdef ENABLE_OPENGL
TRANSLATE_NOOP("GPURenderer", "Hardware (OpenGL)"),
#endif
TRANSLATE_NOOP("GPURenderer", "Software"));
TRANSLATE_NOOP("GPURenderer", "Software"),
}};
std::optional<GPURenderer> Settings::ParseRendererName(const char* str)
{
@ -969,6 +975,7 @@ RenderAPI Settings::GetRenderAPIForRenderer(GPURenderer renderer)
return RenderAPI::OpenGL;
#endif
case GPURenderer::Software:
case GPURenderer::Automatic:
default:
return GPUDevice::GetPreferredAPI();
}

View file

@ -412,19 +412,7 @@ struct Settings
static const char* GetMultitapModeDisplayName(MultitapMode mode);
// Default to D3D11 on Windows as it's more performant and at this point, less buggy.
#if defined(_WIN32) && defined(_M_ARM64)
static constexpr GPURenderer DEFAULT_GPU_RENDERER = GPURenderer::HardwareD3D12;
#elif defined(_WIN32)
static constexpr GPURenderer DEFAULT_GPU_RENDERER = GPURenderer::HardwareD3D11;
#elif defined(__APPLE__)
static constexpr GPURenderer DEFAULT_GPU_RENDERER = GPURenderer::HardwareMetal;
#elif defined(ENABLE_OPENGL)
static constexpr GPURenderer DEFAULT_GPU_RENDERER = GPURenderer::HardwareOpenGL;
#elif defined(ENABLE_VULKAN)
static constexpr GPURenderer DEFAULT_GPU_RENDERER = GPURenderer::HardwareVulkan;
#else
static constexpr GPURenderer DEFAULT_GPU_RENDERER = GPURenderer::Software;
#endif
static constexpr GPURenderer DEFAULT_GPU_RENDERER = GPURenderer::Automatic;
static constexpr GPUTextureFilter DEFAULT_GPU_TEXTURE_FILTER = GPUTextureFilter::Nearest;
static constexpr GPUDownsampleMode DEFAULT_GPU_DOWNSAMPLE_MODE = GPUDownsampleMode::Disabled;
static constexpr GPUWireframeMode DEFAULT_GPU_WIREFRAME_MODE = GPUWireframeMode::Disabled;

View file

@ -58,6 +58,7 @@ enum class PGXPMode : u8
enum class GPURenderer : u8
{
Automatic,
#ifdef _WIN32
HardwareD3D11,
HardwareD3D12,

View file

@ -176,10 +176,24 @@ GPUDevice::~GPUDevice() = default;
RenderAPI GPUDevice::GetPreferredAPI()
{
#ifdef _WIN32
#if defined(_WIN32) && !defined(_M_ARM64)
// Perfer DX11 on Windows, except ARM64, where QCom has slow DX11 drivers.
return RenderAPI::D3D11;
#else
#elif defined(_WIN32) && defined(_M_ARM64)
return RenderAPI::D3D12;
#elif defined(__APPLE__)
// Prefer Metal on MacOS.
return RenderAPI::Metal;
#elif defined(ENABLE_OPENGL) && defined(ENABLE_VULKAN)
// On Linux, if we have both GL and Vulkan, prefer VK if the driver isn't software.
return VulkanDevice::IsSuitableDefaultRenderer() ? RenderAPI::Vulkan : RenderAPI::OpenGL;
#elif defined(ENABLE_OPENGL)
return RenderAPI::OpenGL;
#elif defined(ENABLE_VULKAN)
return RenderAPI::Vulkan;
#else
// Uhhh, what?
return RenderAPI::None;
#endif
}