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GPUDevice: Memoize preferred renderer for auto
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@ -215,28 +215,35 @@ GPUDevice::GPUDevice()
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GPUDevice::~GPUDevice() = default;
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RenderAPI GPUDevice::GetPreferredAPI()
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{
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static RenderAPI preferred_renderer = RenderAPI::None;
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if (preferred_renderer == RenderAPI::None) [[unlikely]]
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{
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#if defined(_WIN32) && !defined(_M_ARM64)
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// Perfer DX11 on Windows, except ARM64, where QCom has slow DX11 drivers.
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return RenderAPI::D3D11;
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preferred_renderer = RenderAPI::D3D11;
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#elif defined(_WIN32) && defined(_M_ARM64)
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return RenderAPI::D3D12;
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preferred_renderer = RenderAPI::D3D12;
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#elif defined(__APPLE__)
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// Prefer Metal on MacOS.
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return RenderAPI::Metal;
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preferred_renderer = RenderAPI::Metal;
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#elif defined(ENABLE_OPENGL) && defined(ENABLE_VULKAN)
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// On Linux, if we have both GL and Vulkan, prefer VK if the driver isn't software.
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return VulkanDevice::IsSuitableDefaultRenderer() ? RenderAPI::Vulkan : RenderAPI::OpenGL;
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preferred_renderer = VulkanDevice::IsSuitableDefaultRenderer() ? RenderAPI::Vulkan : RenderAPI::OpenGL;
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#elif defined(ENABLE_OPENGL)
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return RenderAPI::OpenGL;
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preferred_renderer = RenderAPI::OpenGL;
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#elif defined(ENABLE_VULKAN)
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return RenderAPI::Vulkan;
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preferred_renderer = RenderAPI::Vulkan;
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#else
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// Uhhh, what?
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return RenderAPI::None;
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Log_ErrorPrint("Somehow don't have any renderers available...");
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preferred_renderer = RenderAPI::None;
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#endif
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}
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return preferred_renderer;
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}
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const char* GPUDevice::RenderAPIToString(RenderAPI api)
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{
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switch (api)
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